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		<id>https://wiki.rpg.net/index.php?title=The_Wilderlands_of_Absalom&amp;diff=305230</id>
		<title>The Wilderlands of Absalom</title>
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		<updated>2016-08-15T19:44:32Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Player Characters and Henchmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:10Zcw4k.jpg]]&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Player Characters and Henchmen==&lt;br /&gt;
*[[Karag Two-Blades]] (Mapper, Forager/Hunter, Sea Captain), L6 Assassin, HP 24/24, AC 7 (magical chainmail) or 8 (custom armor), Init +1, up to 6 cleave attacks, riposte on AC 6&lt;br /&gt;
**[[Hira of the Seven]] (Healer), L5 Antiquarian Witch, HP 16/16, AC 0, Init +0&lt;br /&gt;
***([[Finore the Crow]]), familiar, HP 8/8, AC 1, grants Hira +1 to saves when within 30&#039; of her&lt;br /&gt;
**[[P&#039;zev the Hairless]] (Geographer), L4 Mage, HP 17/17, AC 1, Init +1 &lt;br /&gt;
**[[Hosfai]] (Forager, Hunter), L5 Cerves Brave, HP 16/16, AC 7 (leather + shield +2) or 10 (magical chainmail + magical shield), Init +2&lt;br /&gt;
**[[Ishka]] Bronze-skin, L5 Kobold Sneak, HP 22/22, AC 3, Init +1 (+1 bonus to surprise underground) (+1 bonus to avoid surprise - Alertness), notice secret doors casually 18+&lt;br /&gt;
***[[Tlilith Bronze-skin]], L1 Kobold Warrenguard, HP 2/2, AC 3, Init +0&lt;br /&gt;
***[[Yszal Bronze-skin]], L1 Kobold Warrenguard, HP 2/2, AC 2, Init -1&lt;br /&gt;
***[[Anvan]], L4 Mage, HP 14/14, AC 2, Init +2&lt;br /&gt;
&lt;br /&gt;
*[[WoA_Qutai | Qutai]], L6 Horse Shaman, HP 30/30 AC 5. Spear 9+ for 1d6-1. Init +2.&lt;br /&gt;
**[[WoA_Jochi | Jochi]], L5 Explorer, HP 19/19 AC 6. Sword [+1] 6+ for 1d6+1. Bow [MW] 4+ for 1d6+3 (may fire into melee at -2). Init +1.&lt;br /&gt;
**[[WoA_Volo | Volo]], L2 Caballi Warrior, HP 9/9 AC 6. Greataxe 6+ for 1d10+5. Shortbow 7+ for 1d6+3. Init +2.&lt;br /&gt;
&lt;br /&gt;
*[[WoA_Rabanus | Rabanus the Raffish]] (Diplomat), L6 Mage. HP 14/14, AC 1. Rapier 8+ 1d6+1. Init 0. &lt;br /&gt;
**[[WoA_Jabri_Vin | Jabri the Nightingale]] (Soloist), L3 Bladedancer. HP: 9/9, AC 3. Two-Handed Sword+1 7+ 1d10+2. Init +1. &lt;br /&gt;
**[[WoA_Pantera | Pantera the Pagan]] (Navigator), L5 Explorer. HP 21/21 AC 5. Spear 4+ 1d6+5. Init +2, Surprise +3. &lt;br /&gt;
&lt;br /&gt;
*[[WoA_Xallijk | Xallijk]], (Purser) L5 Nobiran Wonderworker, HP 21/21, AC 0&lt;br /&gt;
**[[WoA_Nathet | Nathet]], L4 Nobiran Wonderworker, HP 12/12, AC 0&lt;br /&gt;
**[[WoA_Mayaz | Mayaz]], L4 Cerves, HP 13/14, AC 4&lt;br /&gt;
***[[WoA_Elbek | Elbek]], L2 Fighter, HP 10/10, AC ?&lt;br /&gt;
&lt;br /&gt;
*[[Sir Harn, the Red Knight of Tisbury]], L6 Fighter, HP 32/32, AC 10 | Flame Tongue 3+, 1d6+7 dmg (add add&#039;l +1 vs regen or avian, +2 vs undead or plant)&lt;br /&gt;
**[[Brother Hanston]], L5 Cleric, HP 21/21, AC 8 | Mace 6+, 1d6+2 dmg&lt;br /&gt;
**[[Anbet the Younger]], L4 Ranger, HP 12/12, AC 4 | Short bow 7+, 1d6+2 dmg&lt;br /&gt;
**[[Jeffed Ka]], L5 Fighter, HP 29/29, AC 10 | Init +1 | Sword 5+, 1d6+5 dmg (add an extra +1 against magic-using creatures)&lt;br /&gt;
***[[Gur]], L2 Fighter, HP 12/12, AC 4 | Init +1 | Composite Bow 8+, 1d6+1 dmg &lt;br /&gt;
***[[Jeder]], L2 Fighter, HP 10/10, AC 5 | Init +2 | Composite Bow 7+, 1d6+1 dmg  &lt;br /&gt;
&lt;br /&gt;
*[[Salazar_Hamish | Salazar Hamish]], L6 Thief, HP 14/14, AC 3, Two Shortswords 2+ for 1d6+3, Init +1&lt;br /&gt;
**[[Lady_Paige | Lady Paige]], L3 Mage, HP 7/7, AC 0&lt;br /&gt;
**[[Basa | Basa]], L4 Cleric, HP 19/19, AC 5, Init +1&lt;br /&gt;
[[Sample Character]]&lt;br /&gt;
*[[Sample Character&#039;s Henchmen]]&lt;br /&gt;
[[Blank Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Lost in the Dark==&lt;br /&gt;
*[[Zaharak The Unburned]], L4 Ruinguard, HP 14/14, AC 8, Init +1, Surprise +1, x2 damage on natural 20, Immune to fear. Warhorse and wardogs.&lt;br /&gt;
**[[Anchorite Sylanna]], L3 Priestess, HP 11/11, AC 0, Init +0&lt;br /&gt;
**[[WoA_Shibu | Shibu the Inu]] (Goblin), L3 Goblin. 14/14, AC 2. ???. Init -1, Surprise 0.&lt;br /&gt;
&lt;br /&gt;
==Marches, Watches, Proficiencies, and Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
Marching Order:&lt;br /&gt;
*Sir Harn / Qutai / Anbet&lt;br /&gt;
*Jochi / P&#039;zev / Pantera&lt;br /&gt;
*Karag / Rabanus / Hanston&lt;br /&gt;
*Xallijk / Nathet / Hira / Mayaz&lt;br /&gt;
*Ishka / Jeffed / Shibu / Hosfai&lt;br /&gt;
*(Horse Archers ) / (Pack Train and Wranglers) / (Horse Archers)&lt;br /&gt;
*- / (Horse Archers) / -&lt;br /&gt;
&lt;br /&gt;
Watch Order&lt;br /&gt;
*1st watch: Rabanus, Hanston, Hira, Jeffed, 1 wrangler, 5 horse archers&lt;br /&gt;
*2nd watch: Sir Harn, Qutai, Anbet, 2 wranglers, 5 horse archers&lt;br /&gt;
*3rd watch: Karag, Jochi, Pantera, 1 wrangler, 5 horse archers&lt;br /&gt;
*4th watch: Xallijk, Nathet, Shibu, P&#039;zev, 2 wranglers, 5 horse archers&lt;br /&gt;
&lt;br /&gt;
[[Party Proficiencies]]&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance Ape]]&lt;br /&gt;
&lt;br /&gt;
=Treasure=&lt;br /&gt;
&lt;br /&gt;
*[[Identification Queue]]&lt;br /&gt;
&lt;br /&gt;
==In Transit==&lt;br /&gt;
From [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20204927#post20204927 Wolf Keep to Junction]&lt;br /&gt;
*675 gp worth of giant scorpion parts&lt;br /&gt;
*Hippogriff parts (2 claws, 20 feathers, 2 eyes, flight feathers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A farseer similar to the one Rabanus possess, but made from the giant fang of some terrible monster, and chased in gold and silver.&lt;br /&gt;
*The giant&#039;s two-handed sword is also likely magical.&lt;br /&gt;
*He carries a pouch with three small but nearly perfect diamonds, each worth three thousand gold.&lt;br /&gt;
*There are 18 light warhorses stabled in the ruins, along with two medium warhorses that wear chain barding.&lt;br /&gt;
*There is also one of the largest warhorses that any of the adventurers have every seen, a roan stallion barded in plate. The horse is clad in plate barding and bears saddlebags laden with three thousand gold coins, in addition to various and sundry adventuring equipment. Its name is Fazaidriahhay, which translates to Tramples the Puny Underfoot.&lt;br /&gt;
&lt;br /&gt;
*3500 electrum coins.&lt;br /&gt;
*One flawless ruby, worth 6000 gold.&lt;br /&gt;
*One flawless diamond, worth 8000 gold.&lt;br /&gt;
*A gold medallion, wrought in the shape of an octopus, that is likely magical in nature.&lt;br /&gt;
*A battle axe that is likely magical, as well.&lt;br /&gt;
*wyvern parts, 2,280 gp&lt;br /&gt;
&lt;br /&gt;
*2500 gold in jewelry, gemstones and coins. &lt;br /&gt;
*Ornklo, a spear crafted from some dark, heavy wood and carved with images of diving falcons is magical&lt;br /&gt;
*a magical cloak &lt;br /&gt;
*a magical ring that is a heavy gold band set with onyx.&lt;br /&gt;
&lt;br /&gt;
*The (bandit) mage wears two rings that are obviously magical. She also has two potions tucked into her robes.&lt;br /&gt;
*The cleric is wearing plate armor and carries a mace; both of which are magical.&lt;br /&gt;
*Bad Timos wears a ring upon his right hand that is magical, as is his armor and sword.&lt;br /&gt;
*The two lieutenants wear normal armor but one wields a magical axe and the other a magical sword with a magical shield.&lt;br /&gt;
&lt;br /&gt;
*The adventurers also find a total of 5,000 gp, all in diamonds, upon their persons.&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford To be IDed==&lt;br /&gt;
*Black dagger (magical)&lt;br /&gt;
*Spider-skin armor (magical)&lt;br /&gt;
*The presumed leader has a gold ring upon his finger, set with the smallest emeralds Karag has ever seen all around the interior of the band. He thinks it likely to be magical.&lt;br /&gt;
*One of the other chain clad men carries a crossbow of exquisite make, with a stock of ebony, a crosspiece of polished bone and strung with the dried sinew from some great beast. This is likely magical as well.&lt;br /&gt;
*A short sword with strange runes etched into the blade, likely magical.&lt;br /&gt;
*There are three sapphires, each the size of a man&#039;s fist, resting on the foot of three of the four slabs. Each stone is likely worth 4000 gold. Oh! They&#039;re magical!&lt;br /&gt;
*A suit of bronzed banded armor, in an archaic style not familiar to the adventurers, stands at the end of the &amp;quot;eastern&amp;quot; leg of the tile inlay. &lt;br /&gt;
*Twin bronze swords are girded around the waist of the man&lt;br /&gt;
*A long lance, tipped with bronze, is strapped to its gauntlet.&lt;br /&gt;
*A misshapen lump of obsidian is resting at the base of one of the slabs.&lt;br /&gt;
*18 arrows in quiver&lt;br /&gt;
*Spider leg rod.&lt;br /&gt;
&lt;br /&gt;
==Hob==&lt;br /&gt;
*1 set of engraved teeth (1 stone per 100 sets), worth 60gp&lt;br /&gt;
*2 sets of engraved teeth (1 stone per 100 sets), each worth 40gp&lt;br /&gt;
*3 silver holy symbols, each worth 60gp&lt;br /&gt;
*7 bottles of fine wine, worth 5gp each (1 stone per 5 bottles)&lt;br /&gt;
*8 glass eyes, lenses, or prisms, each worth 40gp&lt;br /&gt;
*3000 gp&lt;br /&gt;
*4 garnets worth 250 gp each&lt;br /&gt;
*quiver with 18 arrows, fletched with red feathers and suspiciously magical&lt;br /&gt;
*4 brass trinkets (90 gp each)&lt;br /&gt;
*5 bronze trinkets (100 gp each)&lt;br /&gt;
*1 moonstone (50 gp)&lt;br /&gt;
*1 pearl (250 gp)&lt;br /&gt;
*1 turquoise (25 gp)&lt;br /&gt;
*A scroll wrapped tightly in oilcloth -- [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20153458#post20153458 Treasure map]&lt;br /&gt;
*15 gp&lt;br /&gt;
*Worn brass key&lt;br /&gt;
*Symbol of Mekris (75 gp).&lt;br /&gt;
*Three ounces of Crocodile Tears&lt;br /&gt;
*A bundle of four scrolls, written in code.&lt;br /&gt;
*A single pearl, worth 250 gold.&lt;br /&gt;
*five stones worth 10 gold each, four worth twenty-five and a single polished carnelian worth 75 gold.&lt;br /&gt;
*a half-dozen trinkets that would likely total some 250 gold all together.&lt;br /&gt;
*a small figurine of basalt, carved in the shape of an enormously corpulent toad. It is slimy and damp to the touch, and remains curiously wet even after it has been out of the water for some time; attempts to dry it with scraps of cloth simply result in the fabric getting wet without significantly drying the figurine.  &amp;quot;That is a representation of our great god, Tsaggotha! Our shaman could use it to summon a water spirit that would do great things at his bidding!&amp;quot;&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229704#post20229704 Fifteen rolled up scrolls] of the finest vellum, bundled together and covered with spidery writing similar to that engraved upon the entrance to the mummy&#039;s tomb.&lt;br /&gt;
*a large painting done in oils and set into a gilded frame. It is of a woman, clad in green velvet robes, one hand resting upon the head of an enormous grey dog sitting at her feet. It is extremely well done, even though the subject is not known, and the adventurers believe it could fetch some 700 gold if sold in a larger market.&lt;br /&gt;
*A book titled [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20200974#post20200974 Observations on Defensive Magics].&lt;br /&gt;
*A keyring, formerly possessed by Andza An, with four keys on it.&lt;br /&gt;
*24 gp &lt;br /&gt;
*Two unholy symbols of Nachthudhrasa&lt;br /&gt;
&lt;br /&gt;
===Trade Goods===&lt;br /&gt;
*4 barrels of fine spirits or liquor, worth 200 gp each (16 stone each)&lt;br /&gt;
*Eight bolts of colorful silk, each weighing 4 stone and worth 400 gold apiece&lt;br /&gt;
*A chest containing a score of what can only be dragonscales. They are the size and rough shape of a man&#039;s hand and shimmer with a reddish, iridescent hue that shines in the lamp light. It is estimated that each scale is worth around three hundred fifty gold coins. It is unlikely these scales are large enough to be used for magical or practical purposes&lt;br /&gt;
*Three small kegs that contain 90 pounds of raw (unprocessed) &#039;&#039;praum&#039;&#039;: greyish powdered stone that has a slight waxy feel to it. The kegs weigh three stones apiece.&lt;br /&gt;
&lt;br /&gt;
==Wolf Keep==&lt;br /&gt;
&lt;br /&gt;
*[[Party Treasury]]&lt;br /&gt;
&lt;br /&gt;
===Scrolls and Spellbooks===&lt;br /&gt;
*Brass scrollcase from secret room in Keep, containing a scroll with the following spell: &#039;&#039;Hold Monster&#039;&#039;&lt;br /&gt;
*A brass scrollcase containing a single rolled scroll of soft vellum. It is a scroll of arcane magics, written in an archaic dialect of Common. It contains the following spells: &#039;&#039;Sleep&#039;&#039;, &#039;&#039;Read Languages&#039;&#039;, &#039;&#039;Dispel Magic&#039;&#039; and &#039;&#039;Giant Strength&#039;&#039;&lt;br /&gt;
*A curious cylinder of wood, perhaps six inches in diameter and a foot and-a half long. One quarter of the height has writing carved into it; those capable of understanding Faerie note that it is in that tongue, and those of a magical nature further note that the writings are magical. The cylinder weighs one stone. It is a spellbook containing &#039;&#039;Sleep, Cause Fear, and Detect Faerie Lands&#039;&#039;&lt;br /&gt;
*Owlbear spellbook with &#039;&#039;Jump, Shield and Wall of Smoke&#039;&#039;. The pages are swollen with moisture and some of the ink is smeared. There exists a possibility that using the book to study might result in magical mishap, if care is not taken to transcribe the spell properly.&lt;br /&gt;
*An apprentice‘s spellbook that contains &#039;&#039;Detect Magic&#039;&#039;, &#039;&#039;Floating Disc&#039;&#039;, &#039;&#039;Ventriloquism&#039;&#039;, &#039;&#039;Locate Object&#039;&#039;, and &#039;&#039;Mirror Image&#039;&#039;.&lt;br /&gt;
*The scroll contains the spell &#039;&#039;Levitate&#039;&#039;. IC 1220&lt;br /&gt;
*The writing upon the slate is a magical formulae for a spell that seems to be able to turn -- at least temporarily -- a certain number of steel or iron weapons into silver. [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19676675#post19676675 Steel to Silver spell]&lt;br /&gt;
*A [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229704#post20229704 thick tome] bound in two sheets of thin, hard greenish crystal that seems to radiate cold.  The chill emanating from the book is cold enough to burn flesh&lt;br /&gt;
*The shaman carries several thin sheets of metal, bound together by leather and containing writings in what looks to be the Bestial tongue. They contain the spells &#039;&#039;Sleep&#039;&#039; and &#039;&#039;Ventriloquism&#039;&#039;&lt;br /&gt;
*A scroll of some thin, pale leather that contains more writing in Bestial. The scroll has the spells &#039;&#039;Wizard Lock&#039;&#039; and &#039;&#039;Phantasmal Force&#039;&#039;&lt;br /&gt;
*The spellbook of Apaflas Da. It contains the first level spells &#039;&#039;Magic Rope&#039;&#039;, &#039;&#039;Wall of Smoke&#039;&#039;, &#039;&#039;Summon Dervishes&#039;&#039;; the second level spells &#039;&#039;Gust of Wind&#039;&#039;, &#039;&#039;Locate Object&#039;&#039;, &#039;&#039;Stinking Cloud&#039;&#039;, &#039;&#039;Summon Steed&#039;&#039;; third level spells &#039;&#039;Earth&#039;s Teeth&#039;&#039;, &#039;&#039;Summon Winged Steed&#039;&#039;; fourth level spell &#039;&#039;Wall of Sand&#039;&#039;; fifth level spell &#039;&#039;Conjure Elemental&#039;&#039;. It also contains two ritual spells: one binds a familiar, the second binds Lusbecira to the caster&#039;s will for seven days&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*A gem, known among magicians as yedrium. It can be used to hold a charge of magical energy for an extended period of time before discharging it in a controlled manner; the gem glows slightly when containing the energy, dimming and crumbling to dust when discharged&lt;br /&gt;
*Flail +1&lt;br /&gt;
*Battleaxe +1, forged from curious metal&lt;br /&gt;
*Flying Carpet&lt;br /&gt;
*Club +1, a club of bone -- likely the thigh bone from some monstrous animal -- yellowed with age&lt;br /&gt;
*Warhammer +1, +3 vs Dragons, with a head of chromatic steel carved in a dragon&#039;s head&lt;br /&gt;
*Potions of Diminution x2, Polymorph, Animal Control x2, Fire Resistance, Giant Control, Dragon Control, Heroism, Invulnerability, Healing x4, Sweetwater, Giant Control&lt;br /&gt;
&lt;br /&gt;
===Non-magic items===&lt;br /&gt;
*Three written works: &#039;&#039;Dreams of Frost and Rime&#039;&#039; by Drujaal ip Mayt, &#039;&#039;Tempered in the Forge of Krang&#039;&#039; by Mastersmith Tungas, and &#039;&#039;The Mist Creeps&#039;&#039; by Pontificate Ett. It is estimated that the three non-magical tomes could fetch perhaps one hundred gold alcedes each to someone interested in researching obscure topics, or could be added to a mage&#039;s library. IC 1220&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20207922#post20207922 A book on praum], or as the book sometimes calls it, godshit.  &lt;br /&gt;
*Four doses of Firesand (a handful of fine black powder, possessing a pungent odor)&lt;br /&gt;
*Masterwork sword&lt;br /&gt;
*A pair of wicked looking handaxes with hafts of polished ebony and steel heads that shine dully in the sunlight.  The handaxes are masterwork and balanced for throwing, with a +1 bonus to hit and an increased range of 10&#039; (base).  At a guess the twinned hand axes would be worth in the neighborhood of 600 gold if sold as a set.&lt;br /&gt;
*Five ounces of Crocodile Tears&lt;br /&gt;
*Three war-horns: a battered old war-horn, fashioned of bronze, an ogre&#039;s battle horn -- this one made from a yellowed and cracked tusk of some huge beast, bound in copper bands, and a third horn, taken from the third ogre band&lt;br /&gt;
*4,000 sp&lt;br /&gt;
*Three topazes, worth 500 gp each&lt;br /&gt;
&lt;br /&gt;
==The Candle==&lt;br /&gt;
*A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb. &lt;br /&gt;
*Six casks of ale, each weighing 8 stone and likely worth 10 gp apiece. The ale is marked with stamps designating it as a product of Sevus, a small town just within the borders of the Principality.&lt;br /&gt;
*120 bags of dried grains and vegetables, weighing a collective 480 stone and worth about 60 gp.&lt;br /&gt;
*300 bricks of salt, weighing 160 stone and worth about 200 gp.&lt;br /&gt;
*30 barrels more of ale, weighing 240 stone and worth another 300 gp.&lt;br /&gt;
*30 jars of lamp oil, weighing 180 stone and worth 600 gold.&lt;br /&gt;
*10 barrels of wine, weighing 160 stone and worth 2000 gp.&lt;br /&gt;
&lt;br /&gt;
==Junction Warehouse==&lt;br /&gt;
*Storage Capacity: 10,000/10,000&lt;br /&gt;
*The statue worth 4,000 gp.&lt;br /&gt;
*The five jars of spices worth 4,000 gp.&lt;br /&gt;
*Two boxes of uncut gemstones, each worth 3,000 gp.&lt;br /&gt;
*Box of peppery spices worth 800 gp.&lt;br /&gt;
*2 bags of loose tea, worth 75 gp each (5 stone each)&lt;br /&gt;
*1 crate of glassware, worth 200 gp each (5 stone each)&lt;br /&gt;
*40 bundles of hides, weighing 120 stone and worth 600 gold.&lt;br /&gt;
*2 crates of pottery, weighing 10 stone and worth 200 gp.&lt;br /&gt;
*2800 ingots of iron (1400 stone total, 2800 gp total)&lt;br /&gt;
*A box of random and colorful gemstones, weighing one stone and likely worth 1,000 gold&lt;br /&gt;
*Two jars containing small, blackish seeds with an intensely peppery aroma. These are likely worth 800 gold each if sold on the open market&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford==&lt;br /&gt;
*Ring of Command Animals x2 (to be sold)&lt;br /&gt;
*Bag of Holding (to be sold)&lt;br /&gt;
&lt;br /&gt;
=XP Awards=&lt;br /&gt;
*[[First Venture XP awards 3/1-3/27]]&lt;br /&gt;
*[[A bunch more XP awards, to 6.25]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20034851#post20034851 Mummies] (OOC III 361)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20046461#post20046461 Giant Scorpions] (OOC III 466)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20060095#post20060095 Capturing Oliphant] (OOC III 529)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20065150#post20065150 Coin from Venture V] (OOC III 561)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread&amp;amp;p=20081069#post20081069 Last of the Ogres from the Candle] (Logistics 215)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20082934#post20082934 Coin from Venture VI] (OOC III 746)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20160007#post20160007 Bandit fight in Pevin &amp;amp; Ruined Keep I] (OOC III 1366)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20166412#post20166412 Ruined Keep II] (OOC III 1404)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20174347#post20174347 Ruined Keep III] (OOC III 1471)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20195248#post20195248 Hippogriff + Pevin blacksmith stash] (OOC III 1621)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20198190#post20198190 Sale of trade goods] (OOC III 1665)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20200640#post20200640 Sale of more trade goods] (OOC III 1692)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229370#post20229370 Batrachians] (OOC III 1868)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20230051#post20230051 Necromantic scrolls] (OOC III 1881)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20288672#post20288672 Vengeance Patrol] (OOC III 2150)&lt;br /&gt;
&lt;br /&gt;
= Group Finances and Resources =&lt;br /&gt;
&lt;br /&gt;
==Sully&#039;s spreadsheet==&lt;br /&gt;
*Google Sheets doc can be found [https://docs.google.com/spreadsheets/d/13Sv6dKFgCy_lMabLHx-IEWdQmJxqGtX82a-fVFcmMac/edit?usp=sharing here].&lt;br /&gt;
==Party Funds and Expenses==&lt;br /&gt;
*[[Initial Contributions]]&lt;br /&gt;
**[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19951810#post19951810 Wolf Keep Supply Costs]&lt;br /&gt;
===Monthly Expenses===&lt;br /&gt;
&lt;br /&gt;
*[[Seventhmonth, Fifthyear, Sixteenth Cycle]]&lt;br /&gt;
*[[Eighthmonth, Fifthyear, Sixteenth Cycle]]&lt;br /&gt;
&lt;br /&gt;
====Ninthmonth Costs====&lt;br /&gt;
&lt;br /&gt;
*Starting Balance: 57,247&lt;br /&gt;
*-500 settler seed money&lt;br /&gt;
*56,747&lt;br /&gt;
&lt;br /&gt;
*Lifestyle Costs: -8,850&lt;br /&gt;
*Mercenaries: -7,825&lt;br /&gt;
*Hirelings: -6062&lt;br /&gt;
*Supplies: -1896&lt;br /&gt;
*Settlers: -2,250&lt;br /&gt;
&lt;br /&gt;
==NPCs and Animals==&lt;br /&gt;
*[[Absalom Hirelings]]&lt;br /&gt;
**Monthly Cost: 4444 as of 8.1&lt;br /&gt;
*[[Animals and Beasts of Burden]]&lt;br /&gt;
*[[Mercenaries]]&lt;br /&gt;
**Monthly Cost: 6,987/month as of 8.1&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
*[[River Boats]]&lt;br /&gt;
**[[Boat Repair Schedule]]&lt;br /&gt;
*[[Economic Resources]]&lt;br /&gt;
*[[Supply Train]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
*[[Situational Maps]]&lt;br /&gt;
*[[Player&#039;s Map -- For Real]]&lt;br /&gt;
*[[Hex 26.25]] -- Grudtown&lt;br /&gt;
*[[Hex 23.16]]&lt;br /&gt;
*[[Hex 12.39]]&lt;br /&gt;
*[[Hex 13.39]] -- Wolf Keep&lt;br /&gt;
*[[Hex 13.38]] -- Modnar&#039;s Folly&lt;br /&gt;
**[[Modnar&#039;s Cellar]]&lt;br /&gt;
*[[Hex 13.40]] -- Goblintown&lt;br /&gt;
**[[Wolf Plateau Approach]]&lt;br /&gt;
**[[Wolf Plateau]]&lt;br /&gt;
*[[Hex 14.40]] &lt;br /&gt;
*[[Hex 18.35]] -- The Candle&lt;br /&gt;
*[[Hex 18.34]]&lt;br /&gt;
*[[Hex 18.36]]&lt;br /&gt;
*[[Hex 19.34]]&lt;br /&gt;
*[[Hex 19.35]]&lt;br /&gt;
*[[Keep de Chelles]]&lt;br /&gt;
*[[Treasure Maps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mapper&#039;s Journal==&lt;br /&gt;
*26.25 Grudtown (bugbear village) and odd statue temple&lt;br /&gt;
*25.25 Dryad Grove; Owlbears (lair?); marsh&lt;br /&gt;
*25.24 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19627095#post19627095 Wolfsbane patch]&lt;br /&gt;
*24.41 Wyvern lair ([https://docs.google.com/drawings/d/1cKhek33br9J8C7bDxmdJmT2QInPeS_uHb1lAAIuEhyA/edit?usp=sharing map])&lt;br /&gt;
*24.27 Bloodroot patch&lt;br /&gt;
*23.27 Harpy den (still active)&lt;br /&gt;
*22.47 Half-buried spaceship&lt;br /&gt;
*22.46 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20291566#post20291566 Free Folk HQ]&lt;br /&gt;
*21.28 herd of deer-like creatures&lt;br /&gt;
*20.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20192127#post20192127 NE corner of Chelles County, ancient crumbling stone fort]&lt;br /&gt;
*19.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19685455#post19685455 cerves rumor] of a cyclops lair&lt;br /&gt;
*19.30 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19434975#post19434975 abandoned Keep] near [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19431576#post19431576 village of Pevin]&lt;br /&gt;
*19.29 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19422824#post19422824 village of Hob]&lt;br /&gt;
*18.35 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19473826#post19473826 ogre village] &lt;br /&gt;
*18.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19471116#post19471116 overgrown canal]&lt;br /&gt;
*18.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20195650#post20195650 Land value of 7]&lt;br /&gt;
*17.35 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229505#post20229505 Land value of 8]&lt;br /&gt;
*17.34 [http://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19659115#post19659115 Barrow]&lt;br /&gt;
*17.32 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19471116#post19471116 four score wild horses]&lt;br /&gt;
*17.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19458254#post19458254 stand of black oaks and pines]&lt;br /&gt;
*16.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19686546#post19686546 cerves rumor] of a barrow, walking dead, and place of bad magic in hills south of the barrow&lt;br /&gt;
*15.34 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19477278#post19477278 red poppy Field of Dreams]&lt;br /&gt;
*14.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19689552#post19689552 Giant Eagle lair]&lt;br /&gt;
*14.39 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229505#post20229505 Manticores] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20217208#post20217208 Giant bees]&lt;br /&gt;
*14.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19481214#post19481214 stirges]&lt;br /&gt;
*13.40 plateau fires and Goblin City fires, defeated chimera&lt;br /&gt;
*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19483966#post19483966 River Island Keep] - Wolf Keep&lt;br /&gt;
*13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19678945#post19678945 sustainably harvestable wood]&lt;br /&gt;
*12.39 Hippogriff lair, stone huts, mountain lions, Well&lt;br /&gt;
*65.51 (18-mile hex map) [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19806998#post19806998 Caballi horse-people village]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
After a century the forces of Chaos have begun to subside and weaken and the Realm of Man has begun to expand again, to retake territory lost in the past hundred years and even expand past its original borders. The Five Princes of the Inner Kingdoms have called for all able-bodied adventurers to venture into the outlands, to drive the barbarians and humanoids and abominations out and establish new domains for Law and Order. The adventurers have a charter from the Scarlet Prince, granting them ten year monopolies on any trade routes opened with friendly territories and the ability to draw upon the population of the Inner Principalities for labor, for skilled craftfolk, for soldiers and for settlers. Of course, the adventurers could also do it on their own and attempt to establish their own domains without owing fealty to anyone. They also have a map, a century out of date and likely inaccurate; the incursion of Chaos has warped the landscape in strange ways in addition to the more mundane monsters wreaking havoc on the towns and villages beyond the River Sarn.&lt;br /&gt;
&lt;br /&gt;
The seasons are like Philly, approximately three months long each, but the winters are much colder. There may very well be a supernatural reason for this -- perhaps even connected with the presence of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Lore and History==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19753848#post19753848 The Crocodile Kings]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19757714#post19757714 The Fall of Zizdul]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20068056#post20068056 She Who Hunts the Weak]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20219981#post20219981 Zamekkamen and the Faerie Realm]&lt;br /&gt;
&lt;br /&gt;
==Junction, Class IV==&lt;br /&gt;
On border of Scarlet Principality. &lt;br /&gt;
&lt;br /&gt;
====Exports &amp;amp; Imports====&lt;br /&gt;
According to Mr. Hand:&lt;br /&gt;
*The main exports of Junction are meat, fur, cloth, timber and cloth and textiles refined from the bark of the whiteflower tree.&lt;br /&gt;
*The primary trade goods that go downriver is timber from the rare Empress Blood tree. It is a dense, oily, fine grained hardwood that is heavy enough to be used as ballast for the outgoing trip.&lt;br /&gt;
*In past years most of the traffic upriver has brought luxury goods and exotic wares for the nobility in Rhea&#039;s Ford and few staples.&lt;br /&gt;
*Junction is, as mentioned earlier, somewhat lacking in metals both common and rare. A fair amount of their supply comes from further east within the Scarlet Principality. Also, tradesmen have found that Empress Blood is hard enough to be used as bearings, gears and other parts traditionally made from metal -- and has the added benefit of being somewhat self-lubricating from the natural oils -- so the metal shortage is not as much of a hardship as may be expected.&lt;br /&gt;
*Junction has a high demand for metals (common and precious), glassware and armor and weapons (from the existing categories) as well as building supplies (wood and stone) due to the construction currently underway. It&#039;s essentially a frontier boomtown.&lt;br /&gt;
*It has a low demand for meats, furs, animals, cloth, wine and spirits, ale and pottery.&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford, Class II==&lt;br /&gt;
Some distance east from Junction&lt;br /&gt;
&lt;br /&gt;
*Mr. Hand hasn&#039;t spent enough time in Rhea&#039;s Ford to suss out the demand modifiers there, but you can hazard a guess that it will be fairly in line for what a relatively wealthy large city would want: silks, spices, coffee and tea, textiles, animals, etc.&lt;br /&gt;
&lt;br /&gt;
==County of Chelles==&lt;br /&gt;
Comprised of four 6-mile hexes and two urban centers (Hob, population 125 families and Pevin, population 50 families), Chelles has an overall population of 1,175 families. It is technically a wilderness domain, but for some as yet unknown reason is actually classified as being civilized. Therefore it has an overall garrison cost of 2,350 per month. You will need to garrison some number of troops here that equal or exceed this value in order to occupy it and keep the peace. Then we&#039;ll just give it time and see what transpires as p. 64 of D@W (opposing morale checks, essentially).&lt;br /&gt;
&lt;br /&gt;
The domain seems to consist of four hexes on the adventurers&#039; map: 19.29, 19.30, 18.30 and 20.30.&lt;br /&gt;
&lt;br /&gt;
Growing Hob and Pevin: The Core book (p. 133) details the methods of increasing the size of an urban population. You will not see any growth, at least for the time being, from immigration, due to the restricted trade routes and the fact that not many folks *know* about the region yet. So, I will allow you guys to attempt to attract families as per settlers, but instead of spending 1000 gp on 1d10 families you&#039;ll only need to spend 500 gp on 1d10 families*. In addition to some financial inducement, part of this money will go towards establishing the urban settlers -- purchasing them a small house to live in as incentive for moving down, for instance. I&#039;m going to say the following:&lt;br /&gt;
&lt;br /&gt;
Hob currently has an urban population of 125 families and an urban infrastructure value of 10,000 gp, so it can accommodate a total population of 249 families. Once it reaches 250 families (this will require infrastructure investment) it will become a Class V market.&lt;br /&gt;
&lt;br /&gt;
*Note that you can spend multiples of this (i.e. 1000 gp to try and attract 2d10 families to Hob)&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20219981#post20219981 Information] on the Chelles family and the Hob Standing Stone.&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20205370#post20205370 Festivals in Hob]&lt;br /&gt;
&lt;br /&gt;
==Hob, Class VI==&lt;br /&gt;
Hob is currently a Class VI (actually, right on the cusp of becoming a Class V market) market of 125 families. It was once a medium sized Class V market (treated as Class IV because of its location on a trade route) with over twice the number of residents. So, quite literally, half the buildings in town are standing vacant.&lt;br /&gt;
&lt;br /&gt;
The Mayor is Cynlas and his counselors are two women and a man, all over sixty, at least: Adelacar, Sephephie and Loccyn.&lt;br /&gt;
&lt;br /&gt;
Hob was once the foremost urban center of a County, several Cycles ago. There was a great trade road that ran east to west, across a bridge that once spanned the Sarn in Hob. &lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20116249#post20116249 Local chatter:]&lt;br /&gt;
*The residents of Hob seem, by and large, to live a relatively bucolic existence. The fields are fertile and the fish run deep; there is little want for food and, apparently, little danger from outside threats.&lt;br /&gt;
*Some say that an immense standing stone, some mile or two east of town, dating back to time immemorial is the reason that they have been little troubled by roaming beasts and monsters, even during the rather chaotic times of the last Cycle. Legend has it that there is a god buried there, dreaming, and that its dreams keep the monsters at bay. Others claim that it is an entrance to Faerie, that a door opens at its base on certain nights that leads to a dwarfen lodge in an alien mountain range.&lt;br /&gt;
*Even though they are part of the same domain the residents of Hob don&#039;t have much to do -- or much nice to say -- about their neighbors in Pevin.&lt;br /&gt;
*The townsfolk are split over what seems to be imminent increased prosperity. Many welcome it and the outside world while others claim they don&#039;t need outsiders, their newfangled ideas, foreign money or strange customs.&lt;br /&gt;
&lt;br /&gt;
===Assets in Hob===&lt;br /&gt;
*Rinath the Red-bearded, factor.&lt;br /&gt;
*Two story adobe building (hex 24.10).  Cost 500 gp, needs another 250 gp labor and 250 in materials.&lt;br /&gt;
**1000 sq. ft, two story dwelling.&lt;br /&gt;
*Wooden single story with sidelot (hex 19.15 and 19.16).  Costs 275 gp, needs 25 gp in labor and 25 gp in materials.&lt;br /&gt;
**1200 sq. ft. warehouse-style space.&lt;br /&gt;
*Brick building (hex 19.09).  Costs 250 gp, needs 50 gp in labor and 50 gp in materials.&lt;br /&gt;
**1200 sq. ft. warehouse/factory style space.&lt;br /&gt;
**Being turned into a temple for Basa.&lt;br /&gt;
*Starting funds of 5000 gp&lt;br /&gt;
**-1,205 in real estate.&lt;br /&gt;
**-32 gp in 8thmonth for workers (being paid double wages) &lt;br /&gt;
&lt;br /&gt;
[[Map of Hob]]&lt;br /&gt;
&lt;br /&gt;
==Pevin, Class VI==&lt;br /&gt;
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19431576#post19431576 Pevin] is smaller than Hob, consisting of a score of sod or stone houses with thatched roofs clustered around a small square. The decaying and collapsed remains of two dozen more dwellings form an outer ring around the village proper. To the west, a quarter mile off, several bells shaped chimneys rise up, only one of which is currently smoking. Those familiar with metallurgy recognize them as crude smelters used to refine iron ore. &lt;br /&gt;
&lt;br /&gt;
The road continues through Pevin, leading south to a large stone structure a half-mile further down the road. Another track bends east, away from the river, leading off into the distance. The Keep itself is squat and square, with low stone walls, a tower at each corner and a taller structure rising from within the walls. Even at this distance it is possible to see that the walls are not in good repair; the tower on the northeastern corner has partially collapsed, along with much of the eastern wall.&lt;br /&gt;
&lt;br /&gt;
No one seems to own the iron mines outside of Pevin.  There was a lordling who ruled there, but I think no one has claimed that land for years. The mines are communal, probably, owned and worked by the local peasants. And it is not unusual that it was abandoned. At the start of this Cycle the north was much safer than the south; there are several colonies of the Princedom there, as well. You have to understand how much the times of Chaos hurt trade and travel; we are just on the process if expansion again, ten years on.  The Principality is short on metals -- iron especially, although the mines up north are helping -- and Pevin has both the mines and the smelters.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20091426#post20091426 Learned later]: Pevin and Hob were once the foremost urban centers of a County, several Cycles ago. There was a great trade road that ran east to west, across a bridge that once spanned the Sarn in Hob. The mines of Pevin were renowned throughout the area for both the output and quality of the ore, and its iron was shipped to the great cities of the east and west. But Tamen collapsed, some say to plague, others to civil war, and the road to Kesig was cut off by bandits, ogres and worse. The Count and his family died in a fire in their Keep, according to legend, and their ghosts still roam the decaying halls.&lt;br /&gt;
&lt;br /&gt;
For years the mines sat idle, the smelters cold. There was some digging, mostly to produce ore for the smithies in Hob and Pevin, but for all intents and purposes the folk in the area turned farmers and herders. Most of the mining that was done was not for iron but for a mineral, called praum by the locals, that could sometimes be found alongside the iron veins. About two years prior the mining camp began to swell -- some folks from Pevin moving back out, some coming from Hob to seek their fortunes and others from the surrounding countryside. The smelters were fired up again, so ore is obviously being produced. It was around this tie that roving bands of rough men and women, bandits by the look, began to frequent Pevin more and more, traveling along the ancient trade roads. Some of the townsfolk suspect that they are moving the ore to new markets.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20095570#post20095570 Learned still later]: During her time ministering the wounded Hira gleans some information about the basic power structure of Pevin. It, like Hob, is overseen by a Council of Elders, composed of five souls: Wilgrim Waverly is the chief councilor, a man in his mid-forties, tall and broad in stature. Wilgrim is a shepherd and farmer with a freehold just outside of Pevin and seems to be well-like and respected by all. He has a large brood; ten children in all. Andza and Carbeo An are sister and brother, both in their sixties. Carbeo is rumored to be addicted to Black Lotus, a drug not known to grow locally. This dependence is the reason his house has fallen into neglect and disrepair over the past few years. Andza is three or four years his elder and is said to be as sharp as a tack. She is also the sole -- as far as anyone can tell -- owner of the mines and has grown relatively rich running a dry goods store within the mining camp. There is a blacksmith named Betda Romes on the Council; her forge is located on the outskirts of Pevin. There are whispers that she is a witch, consorting with black powers that visit her at night. The final member of the Council is a priest named Cansa Wen, a half-senile doddering fool who maintains the village&#039;s lone shrine, devoted to some local god named Mekris.&lt;br /&gt;
&lt;br /&gt;
Karag spends a second week skulking about and peering into shadowy corners. He hears and sees several interesting tidbits. Once, while lurking by an open window in Pevin&#039;s lone tavern, hears a whispered conversation about a man named Willen d&#039;Azure, promised wealth, the sale of iron ore and hints of weapons and war. Another time he espies a quartet of men ride into town from the southwest. They are clad in blacks and browns, of dapper and distinguished cut, and all wear boots soled in red leather. The riders spend about three hours or so in the miners&#039; camp before riding back to the southwest. Their horses ride somewhat slower, it seems, on the way out. Finally, while mosyeing around the camps he comes upon a circle in the grass, beaten down as if by many feet, some thirty feet in diameter. In the center of the circle he finds the remains of a fire; the charred sticks that are left are arranged in an arcane fashion that leaves his eyes watering and crossed if he examines it too closely. He also notes the smell of cinnamon in the air, ever so faintly.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20116249#post20116249 Rumor:] Some evil being -- a changeling or skinwalker -- roams the hills around Pevin, devouring the souls of those unfortunate enough to get in its way.&lt;br /&gt;
&lt;br /&gt;
Imprisoned in the Pevin mine is a minor god called Nachthudhrasa, a small, local arachnid deity which was recognized to manifest in the grasslands and hills miles south of Rhea&#039;s Ford. The legends say that Nachthudhrasa is confined underground, bound by chains of silver and the influence of some sort of font of Law, and has been imprisoned so for the past six or seven Cycles.&lt;br /&gt;
&lt;br /&gt;
==The Candle==&lt;br /&gt;
A great mound of earth, covered by grass. Legend says it&#039;s a burial mound, left over from the Old Folk. A stone pillar sticking out of the ground, some one hundred feet high. It&#039;s visible for some distance. Thing&#039;s some kind of natural formation, about three, four hundred feet in diameter. Looks like a big fat candle stuck in the ground. Anyways, there&#039;s some caves and tunnels in there, mostly natural, I think, but worked over the years. The ogres lair in there. You&#039;re going to want to be careful of the approach, though, since the ogre chief is smart enough to put watchers up on top of the Candle.  There is a water source within the Candle.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20138690#post20138690 It has a long and storied history] and is believed to have been first carved out of the earth by the mecistop, the crocodile folk, although it is far to the north of their traditional range. Historians believe it to have been a location of some ritual significance; later, human sources mention that a portal to Faerie can be found within its corridors. Whether or not this is the reason the mecistop established the outpost is unknown. In more recent history the Candle was used as a fortress by the various human empires and kingdoms that have sprung up on the plains, the last known one being the Ferann Kingdom some four Cycles ago. The Candle was also the home of one Waruvell the Wise, a wizard of some repute during the Third Cycle. There are tales of the top floor containing some sort of mechanism that controls various functions through the rest of the butte.&lt;br /&gt;
&lt;br /&gt;
*[[Elevation sketch of the Candle]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20073587#post20073587 Post detailing layout of the Candle]&lt;br /&gt;
&lt;br /&gt;
==Rivers Bel and Sarn==&lt;br /&gt;
The rivers Bel and Sarn are both relatively wide, shallow and flat, and the majority of the boats plying their waters are one or two masted and fairly flat bottomed, the equivalent of a small sailing ship. They rely on the current to go downstream and on the return trip use a combination of sails and oars. The body of water shown at the south of the map is a large inland lake -- almost a freshwater sea, really -- similar to one of the Great Lakes. Before Chaos descended upon the land there were numerous civilizations ringing the lake, of which the Six Principalities were but one, but know little is known of how many survived. &lt;br /&gt;
&lt;br /&gt;
==Kesig and Tamen==&lt;br /&gt;
In the day there were two towns that primarily traded with Hob. Kesig to the east and Tamen to the west.  All I know is there is an ancient road leading west across the river from Hob, and Tamen is supposed to be several day&#039;s ride to the west. Kesig I am a little more sure of. I don&#039;t think there&#039;s actually a road -- there may have been, once -- but I think it is about . . . here.&amp;quot; He points to the area labelled 77.56 on their original map. Harn suddenly remembers why Kesig sounds so familiar; it is where his retainer Jeffed Ka is from. He recalls that Jeffed had been attempting to lead a caravan from Kesig to Hob but were waylaid by the ogres that dwell in the Candle.&lt;br /&gt;
&lt;br /&gt;
Jeffed proceeds to wax lyrical about the rolling verdant fields of his homeland and the quality of the maidens that dwell there. Kesig is a domain of some 8,000 families, nestled between a range of mountains to the south and hills to the north, east and west. &amp;quot;These same hills as surround Wolf Keep, I&#039;d wager,&amp;quot; he says &amp;quot;although it is far to the east of here. There are mines in the mountains to the south where we dig for iron and gold and gemstones. There are some deposits of harbenite in the surrounding hills that the Ancients had dug; we still mine there from time to time, although such mines are almost always guarded by the walking dead, for some reason. Perhaps the ore calls to them, across the spirit world. We make several fine wines and a fabric woven from a local plant that is as soft as silk but capable of being layered more thickly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Eros==&lt;br /&gt;
Eros is a small village known chiefly as a training center for bladedancers. The hills south of Eros are extremely dangerous for travel due to the large presence of monsters and their ilk in the area.&lt;br /&gt;
&lt;br /&gt;
==Jacaar and Phiesen==&lt;br /&gt;
Both were border towns of the Timshan Empire that flourished to the south during the Twelfth and Thirteenth Cycles (approximately 400-500 years ago). It is possible that Wolf Keep itself is a relic of this period of time -- although more likely it dates back to only the Fourteenth Cycle -- but Zizdul certainly was an important city during this time. During this time a series of roads and highways were built, many of which till survive to this day, and trade goods were brought from the far reaches of the Empire to Zizdul in the south. Jacaar is to the east of Wolf Keep, supposedly, and in its day was known for producing an alchemical substance known as zelenek, a curious greenish sand used in casting metal items of great value or magical in nature. Phieisen was to the west of Wolf Keep, about twice the distance as Jacaar, and known for its silver mines.&lt;br /&gt;
&lt;br /&gt;
==Zarich==&lt;br /&gt;
Zarich was the nearest city to Hob and was fabled to sit up against the mountains somewhere to the southeast. Zarich fell before the Seven Princedoms had been founded.  (Players&#039; Map - Initial 73.54)&lt;br /&gt;
&lt;br /&gt;
==The Silver Sea==&lt;br /&gt;
Until recently there was regular, if not frequent, travel down the Sarn to a city called Orahorah, the closest friendly port on the Silver Sea. In the past such trips were undertaken by groups of a half dozen ships or so, to maximize profit and safety.  Orahorah is the closest port on the Silver Sea, important because of the fragility of our craft but far from ideal because of the restrictions of trade. The city is ruled by a monopolistic merchant&#039;s guild; rather than allow us to trade directly, or even transfer our goods to another ship, we are forced to sell our goods to middlemen, who then sell them elsewhere.&lt;br /&gt;
&lt;br /&gt;
That&#039;s Orahorah (Seneschal&#039;s Map 56.55). You&#039;ve got to understand that the Silver Sea is vast. It&#039;s supposedly an inland sea -- or, at least it was, three Cycles ago -- and the river boats we use are too small and fragile to navigate any distance from shore. Before Zizdul fell our merchants would transfer goods into larger boats and sail wherever they wanted; to Twelve Towers -- the magocracy -- Orm and Ord --the Twins -- the Gloaming, Talltree and other lands even more exotic. Now, though, we&#039;ve got a further journey. Upon entering the Sea we bear east, hugging the shore, until we reach the Broken Straits and the Silent City of Orahorah. None of our merchants operate out of there -- they can&#039;t, it&#039;s a strict Guild system, no outsiders allowed -- so we sell our goods their and bring back what we can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Zizdul==&lt;br /&gt;
Rabanus observes what was once a great city, as large as Rhea&#039;s Ford, if not larger. It is centered on three hills that slope down the to shores of the bay, terraced in buildings of sandstone and adobe. Each hill is topped with enormous edifices -- one is clearly a temple, the other, the closest to the water, a keep, and the third looks to be a palatial mansion of some sort. For the most part the buildings are several stories tall, with some reaching sixty or eighty feet into the air. Rabanus also counts a half-dozen towers reaching to the sky, some three hundred feet in height.&lt;br /&gt;
&lt;br /&gt;
The main of the city is surrounded by a wall some forty feet tall, punctuated by sixty foot towers every hundred yards or so. Overall the buildings appear to suffer from disrepair and neglect; in some areas entire city blocks have been razed to the ground. Zizdul possesses a mile or more of waterfront, most of which is lined by decaying docks and half-submerged boats slipping under the surface of the water. There do not appear to be any ships capable of sailing. Numerous columns of smoke rise from the various buildings and vacant lots, but what he makes especial note of are the sheer numbers of humanoids that can be seen. Crowds of them fill the street, of a bewildering array of races, sizes and appearance. He sees goblins, orcs and ogres, bugbears and gnolls and even, sprawled around an enormous campfire in the center of a cleared city block, a family of five brutish looking giants, easily twice the height of an ogre. There are crews of kobolds working on the city walls, overseen by stern looking hobgoblins with whips, markets teeming with these races plus others less identifiable. If the mage were to guess he would say there were at least a thousand inhabitants of the city, and most likely more.  [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19783282#post19783282 IC 1615]&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Faery (elves, pixies, dryads, etc.) &#039;&#039;Rabanus (+2 CHA), Jabri (+2 Cha), Hira&#039;&#039;&lt;br /&gt;
*Undertongue (dwarves, gnomes, kobolds) &#039;&#039;Xallijk, Ishka, Tlilith, Ysval&#039;&#039;&lt;br /&gt;
*Bestial (ogre, orc, gnoll) &#039;&#039;Harn&#039;&#039;, &#039;&#039;Lady Paige&#039;&#039;&lt;br /&gt;
*Goblin (goblin, hobgoblin, bugbear) &#039;&#039;Harn, Pantera (+1 Cha), Tlilith&#039;&#039;&lt;br /&gt;
*Grog (common language of most primitive races) &#039;&#039;Hanston&#039;&#039;&lt;br /&gt;
*Swampspeak (frogling, lizardman, troglodyte, etc.) &#039;&#039;Karag&#039;&#039;&lt;br /&gt;
*Giant &#039;&#039;Qutai&#039;&#039;, &#039;&#039;Salazar (+1 CHA)&#039;&#039;&lt;br /&gt;
*Draconic &#039;&#039;Xallijk, P&#039;zev, Jabri (+2 Cha)&#039;&#039;&lt;br /&gt;
*Law (must be selected through Proficiency)&lt;br /&gt;
*Chaos (must be selected through Proficiency)&lt;br /&gt;
&lt;br /&gt;
==The Domain==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19773465#post19773465 Domain Building Notes I]&lt;br /&gt;
&lt;br /&gt;
===Wolf Keep===&lt;br /&gt;
The land is probably not that great for farming, at least not much past a narrow band on either side of the river. It is, however, ideal land to raise goats, sheep or even cows (again, think west Texas terrain). Fish and fowl are plentiful in the river -- or will be again, now that the trolls are gone. There is the copper mine with potential for more mines -- a comprehensive survey will determine how many -- and the possibility of quarrying sandstone. The land revenue for this hex is 7.&lt;br /&gt;
&lt;br /&gt;
What makes it really valuable, however, is the location of the Keep for controlling (and taxing, potentially) river traffic.&lt;br /&gt;
&lt;br /&gt;
*[[Map of Wolf Keep Island]]&lt;br /&gt;
*[[Wolf Keep proper]]&lt;br /&gt;
*[[Wolf Keep Construction Schedule]]&lt;br /&gt;
*[[Wolf Keep Features]]&lt;br /&gt;
*[[The Library at Wolf Keep]]&lt;br /&gt;
*[[Nathet&#039;s Lab]]&lt;br /&gt;
*[[Wolf Keep Hex Settlers]]&lt;br /&gt;
*[[Residents of Wolf Keep and Logistics]]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19689912#post19689912 Wolf Keep Logistics infodump post]&lt;br /&gt;
*[https://docs.google.com/drawings/d/13oMBcEKBt5A26-dCX6XvNg7K0td6FdXRjmIQ52Nvbww/edit Wolf Keep first floor map]&lt;br /&gt;
*[[Wolf Keep Surroundings]]&lt;br /&gt;
&lt;br /&gt;
===The Candle===&lt;br /&gt;
&lt;br /&gt;
The Candle is a pillar of stone rising some two hundred feet above the grasslands.  It apparently dates back Cycles, to the reign of the Crocodile Kings, but has been used by a variety of races and cultures over the years.&lt;br /&gt;
&lt;br /&gt;
The relevant posts detailing its layout are [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20073587#post20073587 here, with the lower levels] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20074467#post20074467 here for the upper levels].  As per the second link it will cost 20,000 gp (half in labor, half in materials) to totally repair it, after which point it will have a base cost of 120,000 gp.  As of now it has a value of 60,000 gp.&lt;br /&gt;
&lt;br /&gt;
*[[Candle Repair Schedule and Workers]]&lt;br /&gt;
*[[Candle Maps]]&lt;br /&gt;
*[[Candle Residents]]&lt;br /&gt;
*[[Candle hexes controlled]]&lt;br /&gt;
*[[Candle Mercenary Forces]]&lt;br /&gt;
*[[Candle Supplies]]&lt;br /&gt;
&lt;br /&gt;
===Hob===&lt;br /&gt;
*[[Construction Projects in Hob]]&lt;br /&gt;
*[[Hirelings in Hob]]&lt;br /&gt;
*[[Hob Warehouse]]&lt;br /&gt;
*[[Population of Hob]]&lt;br /&gt;
&lt;br /&gt;
=Houserules=&lt;br /&gt;
&lt;br /&gt;
*[[Trade Goods]]&lt;br /&gt;
*[[Hexcrawling]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Custom Items]]&lt;br /&gt;
*[[Alchemy]]&lt;br /&gt;
*[[Miscellany]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19933480#post19933480 XP awards]&lt;br /&gt;
*[[Ranger - custom class]]&lt;br /&gt;
*[[Goblin Warrior - custom class]]&lt;br /&gt;
*[[Cerves Brave - custom class]]&lt;br /&gt;
*[[Kobold Sneak - custom class]]&lt;br /&gt;
*[[Caballi Warrior - custom class]]&lt;br /&gt;
*[[Kobold Warrenguard - custom class]]&lt;br /&gt;
&lt;br /&gt;
=Important NPCs=&lt;br /&gt;
&lt;br /&gt;
[[Notable Events and Meetings]]&lt;br /&gt;
&lt;br /&gt;
==Mr. Hand, our Factor==&lt;br /&gt;
Mr. Hand will be able to do the following for you:&lt;br /&gt;
&lt;br /&gt;
*Recruit basic mercenary troops.&lt;br /&gt;
*Sell magic items, provided he has them in, ahem, hand.&lt;br /&gt;
*Find buyers and sellers for trade goods.&lt;br /&gt;
*Retain specialists.&lt;br /&gt;
*Arrange for supply trains to venture out, *assuming the infrastructure is set up*. If there&#039;s not a PC or henchmen with the train, they won&#039;t want to travel through uncleared hexes.&lt;br /&gt;
&lt;br /&gt;
He comes with an office and warehouse with a capacity of 10,000 stones worth of goods/treasure. Assume that 1,000 stones worth can be stored in a vault-like space and the rest of the storage is simply locked. The warehouse/office will also be guarded by two veteran crossbowmen 24 hours a day. I need y&#039;all to tell me if you want him based in Junction or Rhea&#039;s Ford. If he is based in Junction the above will cost you 500 gp a month (assume the 1st month is already paid); he will be closer to the frontier but in a smaller market. If based in Rhea&#039;s Ford the above will cost you 750 a month (again, assuming the 1st month is already paid); he will be farther from the frontier but in a larger market town.&lt;br /&gt;
&lt;br /&gt;
Note that the above cost includes payments on the warehouse and the salaries of Mr. Hand and the guards, but does not include the cost of recruiting troops, IDing magic items and so forth. There will be the ability to ID magic items in Junction, but the sale of them will be limited to Rhea&#039;s Ford.&lt;br /&gt;
&lt;br /&gt;
==Other Adventuring Parties==&lt;br /&gt;
&lt;br /&gt;
Awyn&#039;s Band&lt;br /&gt;
&lt;br /&gt;
*They are led by Awyn the Acrimonious, a she-warrior of some renown. The party counts amongst its members a mage, a cleric of a deity I have never heard of and cannot pronounce the name of, two rangers, a bard for singing Awyn&#039;s praises and a cloaked, silent man who&#039;s duties and abilities I have been unable to determine, and a score of so mercenaries, cooks and so forth. I do not know there goal, only that I observed them purchasing furs and blankets and other cold-weather gear. Therefore, I can only conclude they are either heading north, to where winter still holds the world in an icy embrace, or west, towards and perhaps beyond Rocky Peak.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19473255#post19473255 Sanke One-Eyed]&lt;br /&gt;
&lt;br /&gt;
*Her brother is stricken by a mysterious curse that prevents him from speaking the truth. They had heard tales of a spring somewhere to the southeast, that has the power to cleanse one who drinks of it of all such afflictions. They were unable to find it, however.  They stopped in Pevin, of all places, for a week of R&amp;amp;R but no idea where they went afterward.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19754636#post19754636 Bribras the Bold]&lt;br /&gt;
&lt;br /&gt;
*The trio claim no injuries, and have none visible, apart from the scratches and welts one might accumulate from running recklessly through the undergrowth, fleeing for one&#039;s life. Two of the three, Tika and and Isum, are both clad in chain mail; Tika wears a sword in a scabbard and has a short bow slung over her shoulder, while Isum has a one-handed axe and shield. The third member, Bribras the Bold, wears banded plate under a crimson surcoat and carries a war hammer and shield. Prominently displayed on a chain around his neck is stylized horses&#039;s head in profile with a twinkly ruby for an eye. To Hira&#039;s eye the three appear to be relatively inexperienced, at least less so than her employer. They may or may not be as seasoned as she is.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Look,&amp;quot; says Bribras, &amp;quot;we&#039;re new in town, drawn like half the people here by the promise of the wealth to be found out here on the frontier. I am, if I may modestly say, a rather important person back east, and my comrades are as dear to me as my own brothers and sisters. I will be willing to pay five hundred gold alcedes to whomever is able to recover the petrified remains of my three companions, so that we may restore them to life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20055658#post20055658 Bandits of the Plains]&lt;br /&gt;
&lt;br /&gt;
*Aside from Sanke One-eye&#039;s crew, there are another two bands: the Free Folk, who hang out mostly to the southeast, and the Redfoot Gang, who mostly work the other side of the Sarn (from the Candle). As far as can be told, the bandits mostly survive by robbing isolated communities, merchant caravans and scavenging amongst the ruins of the ancient ones. There are also a few beastman tribes roaming the llano, as the ogres call it. Some gnolls, a group of sun-hardened orcs that call themselves the Rock Spiders, and some of the other species such as cerves.&lt;br /&gt;
&lt;br /&gt;
=Rumor Mill=&lt;br /&gt;
*While the road to Rocky Peak has been little used and ill-maintained over the past century, the occasional bold merchant or brave adventurers made the treacherous journey between the two cities. A dozen or so years ago, however, a pride of manticores staked their territory western edge of the forest, effectively shutting down transit between Rocky Peak and Junction. Mr. Hand, the factor in the adventurer&#039;s employ, notes that Rocky Peak was for years a source of iron and gemstones, two commodities that Junction is sorely lacking.&lt;br /&gt;
*Far to the west, at the base of an active volcano, sits the legendary city of Pesh. Even before the darkness fell the route to Pesh was long and circuitous, for there is only one road onto the plateau where it is built, and the causeway is -- or was, rather, controlled by a fierce band of lion-men who demand tribute to those who would pass. Pesh is noted, however, for its great libraries containing books and scrolls of esoteric nature and for the veritable army of brass-skinned smiths who forge puissant weapons in the heat of the looming volcano. Were one to open a road to Pesh it would certainly bring great wealth to the indomitable individual.&lt;br /&gt;
*Gold ingots are also in high demand in Junction, and a wild-eyed man has been spreading tales of a gold mine he stumbled across in the hills south of the Principality, abandoned for nigh one hundred years but barely touched. He is willing to sell a map to the mine for 500 gold coins.&lt;br /&gt;
*A band of river trolls has established themselves in the River Sarn, demanding heavy tribute for those wanting to reach the Silver Sea and the markets beyond. The Scarlet Prince has offered a reward of 5000 gold alcedes to those able to defeat the trolls and open the waterways south. They are rumored to lair where the verdant grasslands turn to hills, some fifty miles southwest of Junction.&lt;br /&gt;
*All agree that the most fertile, prosperous land in Absalom is to be found almost due west of Junction. They say the ground is so fecund that one need only scatter seeds on the soil and wait for the most bountiful of harvests.&lt;br /&gt;
&lt;br /&gt;
=Game Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom IC 1] | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom IC 2] | [https://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom OOC 1] | [https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom OOC 2] | [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom OOC 3] | [https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread Logistics] | [https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&amp;amp;p=19616066#post19616066 Tracking] | [https://forum.rpg.net/showthread.php?764707-Semi-closed-Recruitment-ACKS-The-Wilderlands-of-Absalom Recruitment]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hosfai&amp;diff=305229</id>
		<title>Hosfai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hosfai&amp;diff=305229"/>
		<updated>2016-08-15T19:44:08Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Wilderlands of Absalom]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*L5 Cerves Brave&lt;br /&gt;
*XP: 15530/30400 (+10% bonus)&lt;br /&gt;
*Neutral Alignment &lt;br /&gt;
*Henchman of PC [[Karag Two-Blades]]&lt;br /&gt;
*Titles/Holdings: none&lt;br /&gt;
*Age: 17&lt;br /&gt;
&lt;br /&gt;
A tall, young cerves buck eager to make a name for himself in the service of this strange man.&lt;br /&gt;
&lt;br /&gt;
*Hosfai is outgoing and focused on public endeavors. (&#039;&#039;process | the public&#039;&#039;)&lt;br /&gt;
*Hosfai does not believe in the old ways, and seeks to replace them with new ideas. (&#039;&#039;undermine | old religions&#039;&#039;)&lt;br /&gt;
*Hosfai seeks diplomatic solutions to things. (&#039;&#039;secure | peace&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 14 (+1)&lt;br /&gt;
*INT 13 (+1)&lt;br /&gt;
*WIS 8 (-1)&lt;br /&gt;
*DEX 17 (+2)&lt;br /&gt;
*CON 10&lt;br /&gt;
*CHA 12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;&#039;Common&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*General Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Adventuring (Cerves)&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Animal Husbandry&#039;&#039;&#039; Treat wounds and diagnose illness in animals. With a proficiency throw of 11+, Hosfai can determine whether a disease is magical or mundane and diagnose it if it&#039;s mundane. With clean, sanitary conditions and bed rest, an animal under his treatment automatically regains an extra 1d3 HP/day. He may treat three animals at any one time.&lt;br /&gt;
**&#039;&#039;&#039;Survival&#039;&#039;&#039; The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.&lt;br /&gt;
*Class Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Weapon Finesse&#039;&#039;&#039; When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw.&lt;br /&gt;
*Cerves Abilities&lt;br /&gt;
**Cerves are extremely difficult to surprise. They can only be surprised on a roll of 1 in 6. In addition, cerves braves have a 1-3 in 6 chance of being able to move (but not attack or take any other actions) even if they are surprised, rolling initiative as normal during this round.&lt;br /&gt;
**Fleet of foot. Cerves are significantly faster than humans. They are treated as if they have both the &#039;&#039;Endurance&#039;&#039; and &#039;&#039;Running&#039;&#039; proficiencies. Plains-bred cerves do not ride mounts, but can learn, requiring the &#039;&#039;Riding&#039;&#039; Proficiency.&lt;br /&gt;
***&#039;&#039;&#039;Endurance&#039;&#039;&#039; The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus.&lt;br /&gt;
***&#039;&#039;&#039;Running&#039;&#039;&#039; The character’s base movement speed is increased by 30&#039; when wearing chainmail or lighter armor.&lt;br /&gt;
**As Thief of equivalent level: Hear Noise 10+, Hide in Shadows 15+, Move Silently 13+&lt;br /&gt;
**Creatures of the great plains and rolling steppes, cerves become claustrophobic when underground or within stone walls, suffering a -1 to all to rolls, a -1 modifier to AC and a -1 penalty to all rolls requiring concentration.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 7 (leather, +2 shield) or 10 (magical chainmail, +1 shield)&lt;br /&gt;
*HP 16&lt;br /&gt;
*Movement Rate: 150&#039;/50&#039;/150&#039;&lt;br /&gt;
*Initiative Modifier: +2&lt;br /&gt;
*Attacks&lt;br /&gt;
&lt;br /&gt;
**Primary Melee Attack: +2 Handaxe 4+, 1d6+3&lt;br /&gt;
**Secondary Melee Attack: Spear (one-handed) 6+, 1d6+1 (double damage in charge or vs a charge, may be used from second rank)&lt;br /&gt;
**Tertiary Melee Attack: Masterwork Sword, 5+, 1d6+1 &lt;br /&gt;
**Primary Ranged Attack: +1 Crossbow 5+, 1d6+1, 80&#039;/160/&#039;240&#039;&lt;br /&gt;
**Secondary Ranged Attack: Dagger 6+, 1d6+1, 10&#039;/20/&#039;30&#039;&lt;br /&gt;
**Tertiary Ranged Attack: spear 6+, 1d6, 20&#039;/40/&#039;60&#039;&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 11+&lt;br /&gt;
**Poison &amp;amp; Death 11+&lt;br /&gt;
**Blast &amp;amp; Breath 14+&lt;br /&gt;
**Staves &amp;amp; Wands 12+&lt;br /&gt;
**Spells 13+&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
Gear, Armor, Weapons: 5 stone, 0 items&lt;br /&gt;
*Clothing: &lt;br /&gt;
*Armor: leather and +2 shield (sometimes +1 chainmail instead of leather)&lt;br /&gt;
*Weapons: +2 handaxe, masterwork sword, one-handed spear, dagger, +1 magical crossbow and 20 bolts&lt;br /&gt;
*Backpack: bedroll, waterskin, 131.7 gp in coin purse&lt;br /&gt;
&lt;br /&gt;
The sword is masterwork and grants a non-magical +1 bonus to the attack throw. It&#039;s made of some unknown metal that reflects light like mother-of-pearl.&lt;br /&gt;
Hand Axe +2 (a one handed battle axe with a preternaturally sharp edge)&lt;br /&gt;
Shield +1 (a beaten bronze shield with an ouroboros set into the perimeter in jade)&lt;br /&gt;
&lt;br /&gt;
Hosfai also owns an arbalest.&lt;br /&gt;
&lt;br /&gt;
Wealth: 1563.98 gp (kept safe with Mr. Hand)&lt;br /&gt;
&lt;br /&gt;
500 gp spent on Carousing in Junction&lt;br /&gt;
&lt;br /&gt;
Purchased Gifts&lt;br /&gt;
*He pauses first at the marketplace, where he buys a delightful scarf from eastern lands in Mayaz&#039;s favorite colors, to gift his fellow cerves upon his return. Despite its beauty, it&#039;s made of material that will weather their hardy life on the plains.&lt;br /&gt;
*Not one to forget his other friends, he purchases Ishka a wicked-looking dagger with an obsidian blade and a hilt of black bone, gets P&#039;zev the Hairless a fancy shaving kit as a joke, and purchases a primer of pressed plants of the lands south of Junction for Hira of the Seven. For his master, he finds soft, warm headgear fashioned like a wolf&#039;s head that is meant as sleepwear. Karag told the cerves a month ago that his least favorite part of camping in the wilderness was how cold his ears got at night, and Hosfai thinks the seaman will appreciate the wolf motif. &lt;br /&gt;
*He also gets Pantera a small panther carved from a rare black stone and for Anbet the Younger he purchases an intricately carved flute. For Volo, one of their newest comrades, he purchases a fine blanket.&lt;br /&gt;
*For himself, he buys a set of bone dice, that he will no longer need to borrow any from Qutai&#039;s tribesmen. Hosfai suspects that his luck at the dice games will improve when his opponents are no longer choosing for him what dice to roll.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Cerves Class===&lt;br /&gt;
*Primary Attributes: Dex&lt;br /&gt;
*HD: 1d6&lt;br /&gt;
*Attack: As thief&lt;br /&gt;
*Save: As thief&lt;br /&gt;
*Weapons and armor: As thief&lt;br /&gt;
*XP to reach 2nd level: 1900, XP to reach 3rd level: 3800&lt;br /&gt;
*Attack Throw: 10+&lt;br /&gt;
*Proficiencies: Gained as per Thief but with own list.&lt;br /&gt;
&lt;br /&gt;
Special Abilities:&lt;br /&gt;
&lt;br /&gt;
*Cerves are extremely difficult to surprise. They can only be surprised on a roll of 1 in 6. In addition, cerves braves have a 1-3 in 6 chance of being able to move (but not attack or take any other actions) even if they are surprised, rolling initiative as normal during this round.&lt;br /&gt;
*Fleet of foot. Cerves are significantly faster than humans. They are treated as if they have both the Endurance and Running proficiencies. Plains-bred cerves do not ride mounts, but can learn, requiring the Riding Proficiency.&lt;br /&gt;
*Cerves are considered to have the following skills as a thief of an equivalent level: Hear Noise, Hide in Shadows and Move Silently.&lt;br /&gt;
*Creatures of the great plains and rolling steppes, cerves become claustrophobic when underground or within stone walls, suffering a -1 to all to rolls, a -1 modifier to AC and a -1 penalty to all rolls requiring concentration.&lt;br /&gt;
*Cerves start with the Adventuring proficiency, but it modified for an existence on the open plains. They can set simple snares, track game, etc. while in a natural environment.&lt;br /&gt;
&lt;br /&gt;
XP costs for custom classes double at each level up to 8th, roughly (except for 7th, which gets rounded to the nearest 5,000 XP).&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wilderlands_of_Absalom&amp;diff=304932</id>
		<title>The Wilderlands of Absalom</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wilderlands_of_Absalom&amp;diff=304932"/>
		<updated>2016-08-08T14:13:12Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Player Characters and Henchmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:10Zcw4k.jpg]]&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Player Characters and Henchmen==&lt;br /&gt;
*[[Karag Two-Blades]] (Mapper, Forager/Hunter, Sea Captain), L6 Assassin, HP 24/24, AC 7 (magical chainmail) or 8 (custom armor), Init +1, up to 6 cleave attacks, riposte on AC 6&lt;br /&gt;
**[[Hira of the Seven]] (Healer), L5 Antiquarian Witch, HP 16/16, AC 0, Init +0&lt;br /&gt;
***([[Finore the Crow]]), familiar, HP 8/8, AC 1, grants Hira +1 to saves when within 30&#039; of her&lt;br /&gt;
**[[P&#039;zev the Hairless]] (Geographer), L4 Mage, HP 17/17, AC 1, Init +1 &lt;br /&gt;
**[[Hosfai]] (Forager, Hunter), L5 Cerves Brave, HP 13/13, AC 7 (leather + shield +2) or 10 (magical chainmail + magical shield), Init +2&lt;br /&gt;
**[[Ishka]] Bronze-skin, L5 Kobold Sneak, HP 22/22, AC 3, Init +1 (+1 bonus to surprise underground) (+1 bonus to avoid surprise - Alertness), notice secret doors casually 18+&lt;br /&gt;
***[[Tlilith Bronze-skin]], L1 Kobold Warrenguard, HP 2/2, AC 3, Init +0&lt;br /&gt;
***[[Yszal Bronze-skin]], L1 Kobold Warrenguard, HP 2/2, AC 2, Init -1&lt;br /&gt;
***[[Anvan]], L4 Mage, HP 14/14, AC 2, Init +2&lt;br /&gt;
&lt;br /&gt;
*[[WoA_Qutai | Qutai]], L6 Horse Shaman, HP 30/30 AC 5. Spear 9+ for 1d6-1. Init +2.&lt;br /&gt;
**[[WoA_Jochi | Jochi]], L5 Explorer, HP 19/19 AC 6. Sword [+1] 6+ for 1d6+1. Bow [MW] 4+ for 1d6+3 (may fire into melee at -2). Init +1.&lt;br /&gt;
**[[WoA_Volo | Volo]], L2 Caballi Warrior, HP 9/9 AC 6. Greataxe 6+ for 1d10+5. Shortbow 7+ for 1d6+3. Init +2.&lt;br /&gt;
&lt;br /&gt;
*[[WoA_Rabanus | Rabanus the Raffish]] (Diplomat), L6 Mage. HP 14/14, AC 1. Rapier 8+ 1d6+1. Init 0. &lt;br /&gt;
**[[WoA_Jabri_Vin | Jabri the Nightingale]] (Soloist), L3 Bladedancer. HP: 9/9, AC 3. Two-Handed Sword+1 7+ 1d10+2. Init +1. &lt;br /&gt;
**[[WoA_Pantera | Pantera the Pagan]] (Navigator), L5 Explorer. HP 21/21 AC 5. Spear 4+ 1d6+5. Init +2, Surprise +3. &lt;br /&gt;
&lt;br /&gt;
*[[WoA_Xallijk | Xallijk]], (Purser) L5 Nobiran Wonderworker, HP 21/21, AC 0&lt;br /&gt;
**[[WoA_Nathet | Nathet]], L4 Nobiran Wonderworker, HP 12/12, AC 0&lt;br /&gt;
**[[WoA_Mayaz | Mayaz]], L4 Cerves, HP 13/14, AC 4&lt;br /&gt;
***[[WoA_Elbek | Elbek]], L2 Fighter, HP 10/10, AC ?&lt;br /&gt;
&lt;br /&gt;
*[[Sir Harn, the Red Knight of Tisbury]], L6 Fighter, HP 32/32, AC 10 | Flame Tongue 3+, 1d6+7 dmg (add add&#039;l +1 vs regen or avian, +2 vs undead or plant)&lt;br /&gt;
**[[Brother Hanston]], L5 Cleric, HP 21/21, AC 8 | Mace 6+, 1d6+2 dmg&lt;br /&gt;
**[[Anbet the Younger]], L4 Ranger, HP 12/12, AC 4 | Short bow 7+, 1d6+2 dmg&lt;br /&gt;
**[[Jeffed Ka]], L5 Fighter, HP 29/29, AC 10 | Init +1 | Sword 5+, 1d6+5 dmg (add an extra +1 against magic-using creatures)&lt;br /&gt;
***[[Gur]], L2 Fighter, HP 12/12, AC 4 | Init +1 | Composite Bow 8+, 1d6+1 dmg &lt;br /&gt;
***[[Jeder]], L2 Fighter, HP 10/10, AC 5 | Init +2 | Composite Bow 7+, 1d6+1 dmg  &lt;br /&gt;
&lt;br /&gt;
*[[Salazar_Hamish | Salazar Hamish]], L6 Thief, HP 14/14, AC 3, Two Shortswords 2+ for 1d6+3, Init +1&lt;br /&gt;
**[[Lady_Paige | Lady Paige]], L3 Mage, HP 7/7, AC 0&lt;br /&gt;
**[[Basa | Basa]], L4 Cleric, HP 19/19, AC 5, Init +1&lt;br /&gt;
[[Sample Character]]&lt;br /&gt;
*[[Sample Character&#039;s Henchmen]]&lt;br /&gt;
[[Blank Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Lost in the Dark==&lt;br /&gt;
*[[Zaharak The Unburned]], L4 Ruinguard, HP 14/14, AC 8, Init +1, Surprise +1, x2 damage on natural 20, Immune to fear. Warhorse and wardogs.&lt;br /&gt;
**[[Anchorite Sylanna]], L3 Priestess, HP 11/11, AC 0, Init +0&lt;br /&gt;
**[[WoA_Shibu | Shibu the Inu]] (Goblin), L3 Goblin. 14/14, AC 2. ???. Init -1, Surprise 0.&lt;br /&gt;
&lt;br /&gt;
==Marches, Watches, Proficiencies, and Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
Marching Order:&lt;br /&gt;
*Sir Harn / Qutai / Anbet&lt;br /&gt;
*Jochi / P&#039;zev / Pantera&lt;br /&gt;
*Karag / Rabanus / Hanston&lt;br /&gt;
*Xallijk / Nathet / Hira / Mayaz&lt;br /&gt;
*Ishka / Jeffed / Shibu / Hosfai&lt;br /&gt;
*(Horse Archers ) / (Pack Train and Wranglers) / (Horse Archers)&lt;br /&gt;
*- / (Horse Archers) / -&lt;br /&gt;
&lt;br /&gt;
Watch Order&lt;br /&gt;
*1st watch: Rabanus, Hanston, Hira, Jeffed, 1 wrangler, 5 horse archers&lt;br /&gt;
*2nd watch: Sir Harn, Qutai, Anbet, 2 wranglers, 5 horse archers&lt;br /&gt;
*3rd watch: Karag, Jochi, Pantera, 1 wrangler, 5 horse archers&lt;br /&gt;
*4th watch: Xallijk, Nathet, Shibu, P&#039;zev, 2 wranglers, 5 horse archers&lt;br /&gt;
&lt;br /&gt;
[[Party Proficiencies]]&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance Ape]]&lt;br /&gt;
&lt;br /&gt;
=Treasure=&lt;br /&gt;
&lt;br /&gt;
*[[Identification Queue]]&lt;br /&gt;
&lt;br /&gt;
==In Transit==&lt;br /&gt;
From [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20204927#post20204927 Wolf Keep to Junction]&lt;br /&gt;
*675 gp worth of giant scorpion parts&lt;br /&gt;
*Hippogriff parts (2 claws, 20 feathers, 2 eyes, flight feathers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A farseer similar to the one Rabanus possess, but made from the giant fang of some terrible monster, and chased in gold and silver.&lt;br /&gt;
*The giant&#039;s two-handed sword is also likely magical.&lt;br /&gt;
*He carries a pouch with three small but nearly perfect diamonds, each worth three thousand gold.&lt;br /&gt;
*There are 18 light warhorses stabled in the ruins, along with two medium warhorses that wear chain barding.&lt;br /&gt;
*There is also one of the largest warhorses that any of the adventurers have every seen, a roan stallion barded in plate. The horse is clad in plate barding and bears saddlebags laden with three thousand gold coins, in addition to various and sundry adventuring equipment. Its name is Fazaidriahhay, which translates to Tramples the Puny Underfoot.&lt;br /&gt;
&lt;br /&gt;
*3500 electrum coins.&lt;br /&gt;
*One flawless ruby, worth 6000 gold.&lt;br /&gt;
*One flawless diamond, worth 8000 gold.&lt;br /&gt;
*A gold medallion, wrought in the shape of an octopus, that is likely magical in nature.&lt;br /&gt;
*A battle axe that is likely magical, as well.&lt;br /&gt;
*wyvern parts, 2,280 gp&lt;br /&gt;
&lt;br /&gt;
*2500 gold in jewelry, gemstones and coins. &lt;br /&gt;
*Ornklo, a spear crafted from some dark, heavy wood and carved with images of diving falcons is magical&lt;br /&gt;
*a magical cloak &lt;br /&gt;
*a magical ring that is a heavy gold band set with onyx.&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford To be IDed==&lt;br /&gt;
*Black dagger (magical)&lt;br /&gt;
*Spider-skin armor (magical)&lt;br /&gt;
*The presumed leader has a gold ring upon his finger, set with the smallest emeralds Karag has ever seen all around the interior of the band. He thinks it likely to be magical.&lt;br /&gt;
*One of the other chain clad men carries a crossbow of exquisite make, with a stock of ebony, a crosspiece of polished bone and strung with the dried sinew from some great beast. This is likely magical as well.&lt;br /&gt;
*A short sword with strange runes etched into the blade, likely magical.&lt;br /&gt;
*There are three sapphires, each the size of a man&#039;s fist, resting on the foot of three of the four slabs. Each stone is likely worth 4000 gold. Oh! They&#039;re magical!&lt;br /&gt;
*A suit of bronzed banded armor, in an archaic style not familiar to the adventurers, stands at the end of the &amp;quot;eastern&amp;quot; leg of the tile inlay. &lt;br /&gt;
*Twin bronze swords are girded around the waist of the man&lt;br /&gt;
*A long lance, tipped with bronze, is strapped to its gauntlet.&lt;br /&gt;
*A misshapen lump of obsidian is resting at the base of one of the slabs.&lt;br /&gt;
*18 arrows in quiver&lt;br /&gt;
*Spider leg rod.&lt;br /&gt;
&lt;br /&gt;
==Hob==&lt;br /&gt;
*1 set of engraved teeth (1 stone per 100 sets), worth 60gp&lt;br /&gt;
*2 sets of engraved teeth (1 stone per 100 sets), each worth 40gp&lt;br /&gt;
*3 silver holy symbols, each worth 60gp&lt;br /&gt;
*7 bottles of fine wine, worth 5gp each (1 stone per 5 bottles)&lt;br /&gt;
*8 glass eyes, lenses, or prisms, each worth 40gp&lt;br /&gt;
*3000 gp&lt;br /&gt;
*4 garnets worth 250 gp each&lt;br /&gt;
*quiver with 18 arrows, fletched with red feathers and suspiciously magical&lt;br /&gt;
*4 brass trinkets (90 gp each)&lt;br /&gt;
*5 bronze trinkets (100 gp each)&lt;br /&gt;
*1 moonstone (50 gp)&lt;br /&gt;
*1 pearl (250 gp)&lt;br /&gt;
*1 turquoise (25 gp)&lt;br /&gt;
*A scroll wrapped tightly in oilcloth -- [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20153458#post20153458 Treasure map]&lt;br /&gt;
*15 gp&lt;br /&gt;
*Worn brass key&lt;br /&gt;
*Symbol of Mekris (75 gp).&lt;br /&gt;
*Three ounces of Crocodile Tears&lt;br /&gt;
*A bundle of four scrolls, written in code.&lt;br /&gt;
*A single pearl, worth 250 gold.&lt;br /&gt;
*five stones worth 10 gold each, four worth twenty-five and a single polished carnelian worth 75 gold.&lt;br /&gt;
*a half-dozen trinkets that would likely total some 250 gold all together.&lt;br /&gt;
*a small figurine of basalt, carved in the shape of an enormously corpulent toad. It is slimy and damp to the touch, and remains curiously wet even after it has been out of the water for some time; attempts to dry it with scraps of cloth simply result in the fabric getting wet without significantly drying the figurine.  &amp;quot;That is a representation of our great god, Tsaggotha! Our shaman could use it to summon a water spirit that would do great things at his bidding!&amp;quot;&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229704#post20229704 Fifteen rolled up scrolls] of the finest vellum, bundled together and covered with spidery writing similar to that engraved upon the entrance to the mummy&#039;s tomb.&lt;br /&gt;
*a large painting done in oils and set into a gilded frame. It is of a woman, clad in green velvet robes, one hand resting upon the head of an enormous grey dog sitting at her feet. It is extremely well done, even though the subject is not known, and the adventurers believe it could fetch some 700 gold if sold in a larger market.&lt;br /&gt;
*A book titled [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20200974#post20200974 Observations on Defensive Magics].&lt;br /&gt;
*A keyring, formerly possessed by Andza An, with four keys on it.&lt;br /&gt;
*24 gp &lt;br /&gt;
*Two unholy symbols of Nachthudhrasa&lt;br /&gt;
&lt;br /&gt;
===Trade Goods===&lt;br /&gt;
*4 barrels of fine spirits or liquor, worth 200 gp each (16 stone each)&lt;br /&gt;
*Eight bolts of colorful silk, each weighing 4 stone and worth 400 gold apiece&lt;br /&gt;
*A chest containing a score of what can only be dragonscales. They are the size and rough shape of a man&#039;s hand and shimmer with a reddish, iridescent hue that shines in the lamp light. It is estimated that each scale is worth around three hundred fifty gold coins. It is unlikely these scales are large enough to be used for magical or practical purposes&lt;br /&gt;
*Three small kegs that contain 90 pounds of raw (unprocessed) &#039;&#039;praum&#039;&#039;: greyish powdered stone that has a slight waxy feel to it. The kegs weigh three stones apiece.&lt;br /&gt;
&lt;br /&gt;
==Wolf Keep==&lt;br /&gt;
&lt;br /&gt;
*[[Party Treasury]]&lt;br /&gt;
&lt;br /&gt;
===Scrolls and Spellbooks===&lt;br /&gt;
*Brass scrollcase from secret room in Keep, containing a scroll with the following spell: &#039;&#039;Hold Monster&#039;&#039;&lt;br /&gt;
*A brass scrollcase containing a single rolled scroll of soft vellum. It is a scroll of arcane magics, written in an archaic dialect of Common. It contains the following spells: &#039;&#039;Sleep&#039;&#039;, &#039;&#039;Read Languages&#039;&#039;, &#039;&#039;Dispel Magic&#039;&#039; and &#039;&#039;Giant Strength&#039;&#039;&lt;br /&gt;
*A curious cylinder of wood, perhaps six inches in diameter and a foot and-a half long. One quarter of the height has writing carved into it; those capable of understanding Faerie note that it is in that tongue, and those of a magical nature further note that the writings are magical. The cylinder weighs one stone. It is a spellbook containing &#039;&#039;Sleep, Cause Fear, and Detect Faerie Lands&#039;&#039;&lt;br /&gt;
*Owlbear spellbook with &#039;&#039;Jump, Shield and Wall of Smoke&#039;&#039;. The pages are swollen with moisture and some of the ink is smeared. There exists a possibility that using the book to study might result in magical mishap, if care is not taken to transcribe the spell properly.&lt;br /&gt;
*An apprentice‘s spellbook that contains &#039;&#039;Detect Magic&#039;&#039;, &#039;&#039;Floating Disc&#039;&#039;, &#039;&#039;Ventriloquism&#039;&#039;, &#039;&#039;Locate Object&#039;&#039;, and &#039;&#039;Mirror Image&#039;&#039;.&lt;br /&gt;
*The scroll contains the spell &#039;&#039;Levitate&#039;&#039;. IC 1220&lt;br /&gt;
*The writing upon the slate is a magical formulae for a spell that seems to be able to turn -- at least temporarily -- a certain number of steel or iron weapons into silver. [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19676675#post19676675 Steel to Silver spell]&lt;br /&gt;
*A [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229704#post20229704 thick tome] bound in two sheets of thin, hard greenish crystal that seems to radiate cold.  The chill emanating from the book is cold enough to burn flesh&lt;br /&gt;
*The shaman carries several thin sheets of metal, bound together by leather and containing writings in what looks to be the Bestial tongue. They contain the spells &#039;&#039;Sleep&#039;&#039; and &#039;&#039;Ventriloquism&#039;&#039;&lt;br /&gt;
*A scroll of some thin, pale leather that contains more writing in Bestial. The scroll has the spells &#039;&#039;Wizard Lock&#039;&#039; and &#039;&#039;Phantasmal Force&#039;&#039;&lt;br /&gt;
*The spellbook of Apaflas Da. It contains the first level spells &#039;&#039;Magic Rope&#039;&#039;, &#039;&#039;Wall of Smoke&#039;&#039;, &#039;&#039;Summon Dervishes&#039;&#039;; the second level spells &#039;&#039;Gust of Wind&#039;&#039;, &#039;&#039;Locate Object&#039;&#039;, &#039;&#039;Stinking Cloud&#039;&#039;, &#039;&#039;Summon Steed&#039;&#039;; third level spells &#039;&#039;Earth&#039;s Teeth&#039;&#039;, &#039;&#039;Summon Winged Steed&#039;&#039;; fourth level spell &#039;&#039;Wall of Sand&#039;&#039;; fifth level spell &#039;&#039;Conjure Elemental&#039;&#039;. It also contains two ritual spells: one binds a familiar, the second binds Lusbecira to the caster&#039;s will for seven days&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*A gem, known among magicians as yedrium. It can be used to hold a charge of magical energy for an extended period of time before discharging it in a controlled manner; the gem glows slightly when containing the energy, dimming and crumbling to dust when discharged&lt;br /&gt;
*Flail +1&lt;br /&gt;
*Battleaxe +1, forged from curious metal&lt;br /&gt;
*Flying Carpet&lt;br /&gt;
*Club +1, a club of bone -- likely the thigh bone from some monstrous animal -- yellowed with age&lt;br /&gt;
*Warhammer +1, +3 vs Dragons, with a head of chromatic steel carved in a dragon&#039;s head&lt;br /&gt;
*Potions of Diminution x2, Polymorph, Animal Control x2, Fire Resistance, Giant Control, Dragon Control, Heroism, Invulnerability, Healing x4, Sweetwater, Giant Control&lt;br /&gt;
&lt;br /&gt;
===Non-magic items===&lt;br /&gt;
*Three written works: &#039;&#039;Dreams of Frost and Rime&#039;&#039; by Drujaal ip Mayt, &#039;&#039;Tempered in the Forge of Krang&#039;&#039; by Mastersmith Tungas, and &#039;&#039;The Mist Creeps&#039;&#039; by Pontificate Ett. It is estimated that the three non-magical tomes could fetch perhaps one hundred gold alcedes each to someone interested in researching obscure topics, or could be added to a mage&#039;s library. IC 1220&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20207922#post20207922 A book on praum], or as the book sometimes calls it, godshit.  &lt;br /&gt;
*Four doses of Firesand (a handful of fine black powder, possessing a pungent odor)&lt;br /&gt;
*Masterwork sword&lt;br /&gt;
*A pair of wicked looking handaxes with hafts of polished ebony and steel heads that shine dully in the sunlight.  The handaxes are masterwork and balanced for throwing, with a +1 bonus to hit and an increased range of 10&#039; (base).  At a guess the twinned hand axes would be worth in the neighborhood of 600 gold if sold as a set.&lt;br /&gt;
*Five ounces of Crocodile Tears&lt;br /&gt;
*Three war-horns: a battered old war-horn, fashioned of bronze, an ogre&#039;s battle horn -- this one made from a yellowed and cracked tusk of some huge beast, bound in copper bands, and a third horn, taken from the third ogre band&lt;br /&gt;
*4,000 sp&lt;br /&gt;
*Three topazes, worth 500 gp each&lt;br /&gt;
&lt;br /&gt;
==The Candle==&lt;br /&gt;
*A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb. &lt;br /&gt;
*Six casks of ale, each weighing 8 stone and likely worth 10 gp apiece. The ale is marked with stamps designating it as a product of Sevus, a small town just within the borders of the Principality.&lt;br /&gt;
*120 bags of dried grains and vegetables, weighing a collective 480 stone and worth about 60 gp.&lt;br /&gt;
*300 bricks of salt, weighing 160 stone and worth about 200 gp.&lt;br /&gt;
*30 barrels more of ale, weighing 240 stone and worth another 300 gp.&lt;br /&gt;
*30 jars of lamp oil, weighing 180 stone and worth 600 gold.&lt;br /&gt;
*10 barrels of wine, weighing 160 stone and worth 2000 gp.&lt;br /&gt;
&lt;br /&gt;
==Junction Warehouse==&lt;br /&gt;
*Storage Capacity: 10,000/10,000&lt;br /&gt;
*The statue worth 4,000 gp.&lt;br /&gt;
*The five jars of spices worth 4,000 gp.&lt;br /&gt;
*Two boxes of uncut gemstones, each worth 3,000 gp.&lt;br /&gt;
*Box of peppery spices worth 800 gp.&lt;br /&gt;
*2 bags of loose tea, worth 75 gp each (5 stone each)&lt;br /&gt;
*1 crate of glassware, worth 200 gp each (5 stone each)&lt;br /&gt;
*40 bundles of hides, weighing 120 stone and worth 600 gold.&lt;br /&gt;
*2 crates of pottery, weighing 10 stone and worth 200 gp.&lt;br /&gt;
*2800 ingots of iron (1400 stone total, 2800 gp total)&lt;br /&gt;
*A box of random and colorful gemstones, weighing one stone and likely worth 1,000 gold&lt;br /&gt;
*Two jars containing small, blackish seeds with an intensely peppery aroma. These are likely worth 800 gold each if sold on the open market&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford==&lt;br /&gt;
*Ring of Command Animals x2 (to be sold)&lt;br /&gt;
*Bag of Holding (to be sold)&lt;br /&gt;
&lt;br /&gt;
=XP Awards=&lt;br /&gt;
*[[First Venture XP awards 3/1-3/27]]&lt;br /&gt;
*[[A bunch more XP awards, to 6.25]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20034851#post20034851 Mummies] (OOC III 361)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20046461#post20046461 Giant Scorpions] (OOC III 466)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20060095#post20060095 Capturing Oliphant] (OOC III 529)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20065150#post20065150 Coin from Venture V] (OOC III 561)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread&amp;amp;p=20081069#post20081069 Last of the Ogres from the Candle] (Logistics 215)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20082934#post20082934 Coin from Venture VI] (OOC III 746)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20160007#post20160007 Bandit fight in Pevin &amp;amp; Ruined Keep I] (OOC III 1366)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20166412#post20166412 Ruined Keep II] (OOC III 1404)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20174347#post20174347 Ruined Keep III] (OOC III 1471)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20195248#post20195248 Hippogriff + Pevin blacksmith stash] (OOC III 1621)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20198190#post20198190 Sale of trade goods] (OOC III 1665)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20200640#post20200640 Sale of more trade goods] (OOC III 1692)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229370#post20229370 Batrachians] (OOC III 1868)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20230051#post20230051 Necromantic scrolls] (OOC III 1881)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20288672#post20288672 Vengeance Patrol] (OOC III 2150)&lt;br /&gt;
&lt;br /&gt;
= Group Finances and Resources =&lt;br /&gt;
&lt;br /&gt;
==Sully&#039;s spreadsheet==&lt;br /&gt;
*Google Sheets doc can be found [https://docs.google.com/spreadsheets/d/13Sv6dKFgCy_lMabLHx-IEWdQmJxqGtX82a-fVFcmMac/edit?usp=sharing here].&lt;br /&gt;
==Party Funds and Expenses==&lt;br /&gt;
*[[Initial Contributions]]&lt;br /&gt;
**[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19951810#post19951810 Wolf Keep Supply Costs]&lt;br /&gt;
===Monthly Expenses===&lt;br /&gt;
&lt;br /&gt;
*[[Seventhmonth, Fifthyear, Sixteenth Cycle]]&lt;br /&gt;
*[[Eighthmonth, Fifthyear, Sixteenth Cycle]]&lt;br /&gt;
&lt;br /&gt;
====Ninthmonth Costs====&lt;br /&gt;
&lt;br /&gt;
*Starting Balance: 57,247&lt;br /&gt;
*-500 settler seed money&lt;br /&gt;
*56,747&lt;br /&gt;
&lt;br /&gt;
*Lifestyle Costs: -8,850&lt;br /&gt;
*Mercenaries: -7,825&lt;br /&gt;
*Hirelings: -6062&lt;br /&gt;
*Supplies: -1896&lt;br /&gt;
*Settlers: -2,250&lt;br /&gt;
&lt;br /&gt;
==NPCs and Animals==&lt;br /&gt;
*[[Absalom Hirelings]]&lt;br /&gt;
**Monthly Cost: 4444 as of 8.1&lt;br /&gt;
*[[Animals and Beasts of Burden]]&lt;br /&gt;
*[[Mercenaries]]&lt;br /&gt;
**Monthly Cost: 6,987/month as of 8.1&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
*[[River Boats]]&lt;br /&gt;
**[[Boat Repair Schedule]]&lt;br /&gt;
*[[Economic Resources]]&lt;br /&gt;
*[[Supply Train]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
*[[Situational Maps]]&lt;br /&gt;
*[[Player&#039;s Map -- For Real]]&lt;br /&gt;
*[[Hex 26.25]] -- Grudtown&lt;br /&gt;
*[[Hex 23.16]]&lt;br /&gt;
*[[Hex 12.39]]&lt;br /&gt;
*[[Hex 13.39]] -- Wolf Keep&lt;br /&gt;
*[[Hex 13.38]] -- Modnar&#039;s Folly&lt;br /&gt;
**[[Modnar&#039;s Cellar]]&lt;br /&gt;
*[[Hex 13.40]] -- Goblintown&lt;br /&gt;
**[[Wolf Plateau Approach]]&lt;br /&gt;
**[[Wolf Plateau]]&lt;br /&gt;
*[[Hex 14.40]] &lt;br /&gt;
*[[Hex 18.35]] -- The Candle&lt;br /&gt;
*[[Hex 18.34]]&lt;br /&gt;
*[[Hex 18.36]]&lt;br /&gt;
*[[Hex 19.34]]&lt;br /&gt;
*[[Hex 19.35]]&lt;br /&gt;
*[[Keep de Chelles]]&lt;br /&gt;
*[[Treasure Maps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mapper&#039;s Journal==&lt;br /&gt;
*26.25 Grudtown (bugbear village) and odd statue temple&lt;br /&gt;
*25.25 Dryad Grove; Owlbears (lair?); marsh&lt;br /&gt;
*25.24 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19627095#post19627095 Wolfsbane patch]&lt;br /&gt;
*24.27 Bloodroot patch&lt;br /&gt;
*23.27 Harpy den (still active)&lt;br /&gt;
*21.28 herd of deer-like creatures&lt;br /&gt;
*20.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20192127#post20192127 NE corner of Chelles County, ancient crumbling stone fort]&lt;br /&gt;
*19.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19685455#post19685455 cerves rumor] of a cyclops lair&lt;br /&gt;
*19.30 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19434975#post19434975 abandoned Keep] near [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19431576#post19431576 village of Pevin]&lt;br /&gt;
*19.29 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19422824#post19422824 village of Hob]&lt;br /&gt;
*18.35 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19473826#post19473826 ogre village] &lt;br /&gt;
*18.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19471116#post19471116 overgrown canal]&lt;br /&gt;
*18.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20195650#post20195650 Land value of 7]&lt;br /&gt;
*17.35 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229505#post20229505 Land value of 8]&lt;br /&gt;
*17.34 [http://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19659115#post19659115 Barrow]&lt;br /&gt;
*17.32 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19471116#post19471116 four score wild horses]&lt;br /&gt;
*17.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19458254#post19458254 stand of black oaks and pines]&lt;br /&gt;
*16.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19686546#post19686546 cerves rumor] of a barrow, walking dead, and place of bad magic in hills south of the barrow&lt;br /&gt;
*15.34 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19477278#post19477278 red poppy Field of Dreams]&lt;br /&gt;
*14.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19689552#post19689552 Giant Eagle lair]&lt;br /&gt;
*14.39 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229505#post20229505 Manticores] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20217208#post20217208 Giant bees]&lt;br /&gt;
*14.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19481214#post19481214 stirges]&lt;br /&gt;
*13.40 plateau fires and Goblin City fires, defeated chimera&lt;br /&gt;
*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19483966#post19483966 River Island Keep] - Wolf Keep&lt;br /&gt;
*13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19678945#post19678945 sustainably harvestable wood]&lt;br /&gt;
*12.39 Hippogriff lair, stone huts, mountain lions, Well&lt;br /&gt;
*65.51 (18-mile hex map) [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19806998#post19806998 Caballi horse-people village]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
After a century the forces of Chaos have begun to subside and weaken and the Realm of Man has begun to expand again, to retake territory lost in the past hundred years and even expand past its original borders. The Five Princes of the Inner Kingdoms have called for all able-bodied adventurers to venture into the outlands, to drive the barbarians and humanoids and abominations out and establish new domains for Law and Order. The adventurers have a charter from the Scarlet Prince, granting them ten year monopolies on any trade routes opened with friendly territories and the ability to draw upon the population of the Inner Principalities for labor, for skilled craftfolk, for soldiers and for settlers. Of course, the adventurers could also do it on their own and attempt to establish their own domains without owing fealty to anyone. They also have a map, a century out of date and likely inaccurate; the incursion of Chaos has warped the landscape in strange ways in addition to the more mundane monsters wreaking havoc on the towns and villages beyond the River Sarn.&lt;br /&gt;
&lt;br /&gt;
The seasons are like Philly, approximately three months long each, but the winters are much colder. There may very well be a supernatural reason for this -- perhaps even connected with the presence of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Lore and History==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19753848#post19753848 The Crocodile Kings]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19757714#post19757714 The Fall of Zizdul]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20068056#post20068056 She Who Hunts the Weak]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20219981#post20219981 Zamekkamen and the Faerie Realm]&lt;br /&gt;
&lt;br /&gt;
==Junction, Class IV==&lt;br /&gt;
On border of Scarlet Principality. &lt;br /&gt;
&lt;br /&gt;
====Exports &amp;amp; Imports====&lt;br /&gt;
According to Mr. Hand:&lt;br /&gt;
*The main exports of Junction are meat, fur, cloth, timber and cloth and textiles refined from the bark of the whiteflower tree.&lt;br /&gt;
*The primary trade goods that go downriver is timber from the rare Empress Blood tree. It is a dense, oily, fine grained hardwood that is heavy enough to be used as ballast for the outgoing trip.&lt;br /&gt;
*In past years most of the traffic upriver has brought luxury goods and exotic wares for the nobility in Rhea&#039;s Ford and few staples.&lt;br /&gt;
*Junction is, as mentioned earlier, somewhat lacking in metals both common and rare. A fair amount of their supply comes from further east within the Scarlet Principality. Also, tradesmen have found that Empress Blood is hard enough to be used as bearings, gears and other parts traditionally made from metal -- and has the added benefit of being somewhat self-lubricating from the natural oils -- so the metal shortage is not as much of a hardship as may be expected.&lt;br /&gt;
*Junction has a high demand for metals (common and precious), glassware and armor and weapons (from the existing categories) as well as building supplies (wood and stone) due to the construction currently underway. It&#039;s essentially a frontier boomtown.&lt;br /&gt;
*It has a low demand for meats, furs, animals, cloth, wine and spirits, ale and pottery.&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford, Class II==&lt;br /&gt;
Some distance east from Junction&lt;br /&gt;
&lt;br /&gt;
*Mr. Hand hasn&#039;t spent enough time in Rhea&#039;s Ford to suss out the demand modifiers there, but you can hazard a guess that it will be fairly in line for what a relatively wealthy large city would want: silks, spices, coffee and tea, textiles, animals, etc.&lt;br /&gt;
&lt;br /&gt;
==County of Chelles==&lt;br /&gt;
Comprised of four 6-mile hexes and two urban centers (Hob, population 125 families and Pevin, population 50 families), Chelles has an overall population of 1,175 families. It is technically a wilderness domain, but for some as yet unknown reason is actually classified as being civilized. Therefore it has an overall garrison cost of 2,350 per month. You will need to garrison some number of troops here that equal or exceed this value in order to occupy it and keep the peace. Then we&#039;ll just give it time and see what transpires as p. 64 of D@W (opposing morale checks, essentially).&lt;br /&gt;
&lt;br /&gt;
The domain seems to consist of four hexes on the adventurers&#039; map: 19.29, 19.30, 18.30 and 20.30.&lt;br /&gt;
&lt;br /&gt;
Growing Hob and Pevin: The Core book (p. 133) details the methods of increasing the size of an urban population. You will not see any growth, at least for the time being, from immigration, due to the restricted trade routes and the fact that not many folks *know* about the region yet. So, I will allow you guys to attempt to attract families as per settlers, but instead of spending 1000 gp on 1d10 families you&#039;ll only need to spend 500 gp on 1d10 families*. In addition to some financial inducement, part of this money will go towards establishing the urban settlers -- purchasing them a small house to live in as incentive for moving down, for instance. I&#039;m going to say the following:&lt;br /&gt;
&lt;br /&gt;
Hob currently has an urban population of 125 families and an urban infrastructure value of 10,000 gp, so it can accommodate a total population of 249 families. Once it reaches 250 families (this will require infrastructure investment) it will become a Class V market.&lt;br /&gt;
&lt;br /&gt;
*Note that you can spend multiples of this (i.e. 1000 gp to try and attract 2d10 families to Hob)&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20219981#post20219981 Information] on the Chelles family and the Hob Standing Stone.&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20205370#post20205370 Festivals in Hob]&lt;br /&gt;
&lt;br /&gt;
==Hob, Class VI==&lt;br /&gt;
Hob is currently a Class VI (actually, right on the cusp of becoming a Class V market) market of 125 families. It was once a medium sized Class V market (treated as Class IV because of its location on a trade route) with over twice the number of residents. So, quite literally, half the buildings in town are standing vacant.&lt;br /&gt;
&lt;br /&gt;
The Mayor is Cynlas and his counselors are two women and a man, all over sixty, at least: Adelacar, Sephephie and Loccyn.&lt;br /&gt;
&lt;br /&gt;
Hob was once the foremost urban center of a County, several Cycles ago. There was a great trade road that ran east to west, across a bridge that once spanned the Sarn in Hob. &lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20116249#post20116249 Local chatter:]&lt;br /&gt;
*The residents of Hob seem, by and large, to live a relatively bucolic existence. The fields are fertile and the fish run deep; there is little want for food and, apparently, little danger from outside threats.&lt;br /&gt;
*Some say that an immense standing stone, some mile or two east of town, dating back to time immemorial is the reason that they have been little troubled by roaming beasts and monsters, even during the rather chaotic times of the last Cycle. Legend has it that there is a god buried there, dreaming, and that its dreams keep the monsters at bay. Others claim that it is an entrance to Faerie, that a door opens at its base on certain nights that leads to a dwarfen lodge in an alien mountain range.&lt;br /&gt;
*Even though they are part of the same domain the residents of Hob don&#039;t have much to do -- or much nice to say -- about their neighbors in Pevin.&lt;br /&gt;
*The townsfolk are split over what seems to be imminent increased prosperity. Many welcome it and the outside world while others claim they don&#039;t need outsiders, their newfangled ideas, foreign money or strange customs.&lt;br /&gt;
&lt;br /&gt;
===Assets in Hob===&lt;br /&gt;
*Rinath the Red-bearded, factor.&lt;br /&gt;
*Two story adobe building (hex 24.10).  Cost 500 gp, needs another 250 gp labor and 250 in materials.&lt;br /&gt;
**1000 sq. ft, two story dwelling.&lt;br /&gt;
*Wooden single story with sidelot (hex 19.15 and 19.16).  Costs 275 gp, needs 25 gp in labor and 25 gp in materials.&lt;br /&gt;
**1200 sq. ft. warehouse-style space.&lt;br /&gt;
*Brick building (hex 19.09).  Costs 250 gp, needs 50 gp in labor and 50 gp in materials.&lt;br /&gt;
**1200 sq. ft. warehouse/factory style space.&lt;br /&gt;
**Being turned into a temple for Basa.&lt;br /&gt;
*Starting funds of 5000 gp&lt;br /&gt;
**-1,205 in real estate.&lt;br /&gt;
**-32 gp in 8thmonth for workers (being paid double wages) &lt;br /&gt;
&lt;br /&gt;
[[Map of Hob]]&lt;br /&gt;
&lt;br /&gt;
==Pevin, Class VI==&lt;br /&gt;
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19431576#post19431576 Pevin] is smaller than Hob, consisting of a score of sod or stone houses with thatched roofs clustered around a small square. The decaying and collapsed remains of two dozen more dwellings form an outer ring around the village proper. To the west, a quarter mile off, several bells shaped chimneys rise up, only one of which is currently smoking. Those familiar with metallurgy recognize them as crude smelters used to refine iron ore. &lt;br /&gt;
&lt;br /&gt;
The road continues through Pevin, leading south to a large stone structure a half-mile further down the road. Another track bends east, away from the river, leading off into the distance. The Keep itself is squat and square, with low stone walls, a tower at each corner and a taller structure rising from within the walls. Even at this distance it is possible to see that the walls are not in good repair; the tower on the northeastern corner has partially collapsed, along with much of the eastern wall.&lt;br /&gt;
&lt;br /&gt;
No one seems to own the iron mines outside of Pevin.  There was a lordling who ruled there, but I think no one has claimed that land for years. The mines are communal, probably, owned and worked by the local peasants. And it is not unusual that it was abandoned. At the start of this Cycle the north was much safer than the south; there are several colonies of the Princedom there, as well. You have to understand how much the times of Chaos hurt trade and travel; we are just on the process if expansion again, ten years on.  The Principality is short on metals -- iron especially, although the mines up north are helping -- and Pevin has both the mines and the smelters.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20091426#post20091426 Learned later]: Pevin and Hob were once the foremost urban centers of a County, several Cycles ago. There was a great trade road that ran east to west, across a bridge that once spanned the Sarn in Hob. The mines of Pevin were renowned throughout the area for both the output and quality of the ore, and its iron was shipped to the great cities of the east and west. But Tamen collapsed, some say to plague, others to civil war, and the road to Kesig was cut off by bandits, ogres and worse. The Count and his family died in a fire in their Keep, according to legend, and their ghosts still roam the decaying halls.&lt;br /&gt;
&lt;br /&gt;
For years the mines sat idle, the smelters cold. There was some digging, mostly to produce ore for the smithies in Hob and Pevin, but for all intents and purposes the folk in the area turned farmers and herders. Most of the mining that was done was not for iron but for a mineral, called praum by the locals, that could sometimes be found alongside the iron veins. About two years prior the mining camp began to swell -- some folks from Pevin moving back out, some coming from Hob to seek their fortunes and others from the surrounding countryside. The smelters were fired up again, so ore is obviously being produced. It was around this tie that roving bands of rough men and women, bandits by the look, began to frequent Pevin more and more, traveling along the ancient trade roads. Some of the townsfolk suspect that they are moving the ore to new markets.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20095570#post20095570 Learned still later]: During her time ministering the wounded Hira gleans some information about the basic power structure of Pevin. It, like Hob, is overseen by a Council of Elders, composed of five souls: Wilgrim Waverly is the chief councilor, a man in his mid-forties, tall and broad in stature. Wilgrim is a shepherd and farmer with a freehold just outside of Pevin and seems to be well-like and respected by all. He has a large brood; ten children in all. Andza and Carbeo An are sister and brother, both in their sixties. Carbeo is rumored to be addicted to Black Lotus, a drug not known to grow locally. This dependence is the reason his house has fallen into neglect and disrepair over the past few years. Andza is three or four years his elder and is said to be as sharp as a tack. She is also the sole -- as far as anyone can tell -- owner of the mines and has grown relatively rich running a dry goods store within the mining camp. There is a blacksmith named Betda Romes on the Council; her forge is located on the outskirts of Pevin. There are whispers that she is a witch, consorting with black powers that visit her at night. The final member of the Council is a priest named Cansa Wen, a half-senile doddering fool who maintains the village&#039;s lone shrine, devoted to some local god named Mekris.&lt;br /&gt;
&lt;br /&gt;
Karag spends a second week skulking about and peering into shadowy corners. He hears and sees several interesting tidbits. Once, while lurking by an open window in Pevin&#039;s lone tavern, hears a whispered conversation about a man named Willen d&#039;Azure, promised wealth, the sale of iron ore and hints of weapons and war. Another time he espies a quartet of men ride into town from the southwest. They are clad in blacks and browns, of dapper and distinguished cut, and all wear boots soled in red leather. The riders spend about three hours or so in the miners&#039; camp before riding back to the southwest. Their horses ride somewhat slower, it seems, on the way out. Finally, while mosyeing around the camps he comes upon a circle in the grass, beaten down as if by many feet, some thirty feet in diameter. In the center of the circle he finds the remains of a fire; the charred sticks that are left are arranged in an arcane fashion that leaves his eyes watering and crossed if he examines it too closely. He also notes the smell of cinnamon in the air, ever so faintly.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20116249#post20116249 Rumor:] Some evil being -- a changeling or skinwalker -- roams the hills around Pevin, devouring the souls of those unfortunate enough to get in its way.&lt;br /&gt;
&lt;br /&gt;
Imprisoned in the Pevin mine is a minor god called Nachthudhrasa, a small, local arachnid deity which was recognized to manifest in the grasslands and hills miles south of Rhea&#039;s Ford. The legends say that Nachthudhrasa is confined underground, bound by chains of silver and the influence of some sort of font of Law, and has been imprisoned so for the past six or seven Cycles.&lt;br /&gt;
&lt;br /&gt;
==The Candle==&lt;br /&gt;
A great mound of earth, covered by grass. Legend says it&#039;s a burial mound, left over from the Old Folk. A stone pillar sticking out of the ground, some one hundred feet high. It&#039;s visible for some distance. Thing&#039;s some kind of natural formation, about three, four hundred feet in diameter. Looks like a big fat candle stuck in the ground. Anyways, there&#039;s some caves and tunnels in there, mostly natural, I think, but worked over the years. The ogres lair in there. You&#039;re going to want to be careful of the approach, though, since the ogre chief is smart enough to put watchers up on top of the Candle.  There is a water source within the Candle.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20138690#post20138690 It has a long and storied history] and is believed to have been first carved out of the earth by the mecistop, the crocodile folk, although it is far to the north of their traditional range. Historians believe it to have been a location of some ritual significance; later, human sources mention that a portal to Faerie can be found within its corridors. Whether or not this is the reason the mecistop established the outpost is unknown. In more recent history the Candle was used as a fortress by the various human empires and kingdoms that have sprung up on the plains, the last known one being the Ferann Kingdom some four Cycles ago. The Candle was also the home of one Waruvell the Wise, a wizard of some repute during the Third Cycle. There are tales of the top floor containing some sort of mechanism that controls various functions through the rest of the butte.&lt;br /&gt;
&lt;br /&gt;
*[[Elevation sketch of the Candle]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20073587#post20073587 Post detailing layout of the Candle]&lt;br /&gt;
&lt;br /&gt;
==Rivers Bel and Sarn==&lt;br /&gt;
The rivers Bel and Sarn are both relatively wide, shallow and flat, and the majority of the boats plying their waters are one or two masted and fairly flat bottomed, the equivalent of a small sailing ship. They rely on the current to go downstream and on the return trip use a combination of sails and oars. The body of water shown at the south of the map is a large inland lake -- almost a freshwater sea, really -- similar to one of the Great Lakes. Before Chaos descended upon the land there were numerous civilizations ringing the lake, of which the Six Principalities were but one, but know little is known of how many survived. &lt;br /&gt;
&lt;br /&gt;
==Kesig and Tamen==&lt;br /&gt;
In the day there were two towns that primarily traded with Hob. Kesig to the east and Tamen to the west.  All I know is there is an ancient road leading west across the river from Hob, and Tamen is supposed to be several day&#039;s ride to the west. Kesig I am a little more sure of. I don&#039;t think there&#039;s actually a road -- there may have been, once -- but I think it is about . . . here.&amp;quot; He points to the area labelled 77.56 on their original map. Harn suddenly remembers why Kesig sounds so familiar; it is where his retainer Jeffed Ka is from. He recalls that Jeffed had been attempting to lead a caravan from Kesig to Hob but were waylaid by the ogres that dwell in the Candle.&lt;br /&gt;
&lt;br /&gt;
Jeffed proceeds to wax lyrical about the rolling verdant fields of his homeland and the quality of the maidens that dwell there. Kesig is a domain of some 8,000 families, nestled between a range of mountains to the south and hills to the north, east and west. &amp;quot;These same hills as surround Wolf Keep, I&#039;d wager,&amp;quot; he says &amp;quot;although it is far to the east of here. There are mines in the mountains to the south where we dig for iron and gold and gemstones. There are some deposits of harbenite in the surrounding hills that the Ancients had dug; we still mine there from time to time, although such mines are almost always guarded by the walking dead, for some reason. Perhaps the ore calls to them, across the spirit world. We make several fine wines and a fabric woven from a local plant that is as soft as silk but capable of being layered more thickly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Eros==&lt;br /&gt;
Eros is a small village known chiefly as a training center for bladedancers. The hills south of Eros are extremely dangerous for travel due to the large presence of monsters and their ilk in the area.&lt;br /&gt;
&lt;br /&gt;
==Jacaar and Phiesen==&lt;br /&gt;
Both were border towns of the Timshan Empire that flourished to the south during the Twelfth and Thirteenth Cycles (approximately 400-500 years ago). It is possible that Wolf Keep itself is a relic of this period of time -- although more likely it dates back to only the Fourteenth Cycle -- but Zizdul certainly was an important city during this time. During this time a series of roads and highways were built, many of which till survive to this day, and trade goods were brought from the far reaches of the Empire to Zizdul in the south. Jacaar is to the east of Wolf Keep, supposedly, and in its day was known for producing an alchemical substance known as zelenek, a curious greenish sand used in casting metal items of great value or magical in nature. Phieisen was to the west of Wolf Keep, about twice the distance as Jacaar, and known for its silver mines.&lt;br /&gt;
&lt;br /&gt;
==Zarich==&lt;br /&gt;
Zarich was the nearest city to Hob and was fabled to sit up against the mountains somewhere to the southeast. Zarich fell before the Seven Princedoms had been founded.  (Players&#039; Map - Initial 73.54)&lt;br /&gt;
&lt;br /&gt;
==The Silver Sea==&lt;br /&gt;
Until recently there was regular, if not frequent, travel down the Sarn to a city called Orahorah, the closest friendly port on the Silver Sea. In the past such trips were undertaken by groups of a half dozen ships or so, to maximize profit and safety.  Orahorah is the closest port on the Silver Sea, important because of the fragility of our craft but far from ideal because of the restrictions of trade. The city is ruled by a monopolistic merchant&#039;s guild; rather than allow us to trade directly, or even transfer our goods to another ship, we are forced to sell our goods to middlemen, who then sell them elsewhere.&lt;br /&gt;
&lt;br /&gt;
That&#039;s Orahorah (Seneschal&#039;s Map 56.55). You&#039;ve got to understand that the Silver Sea is vast. It&#039;s supposedly an inland sea -- or, at least it was, three Cycles ago -- and the river boats we use are too small and fragile to navigate any distance from shore. Before Zizdul fell our merchants would transfer goods into larger boats and sail wherever they wanted; to Twelve Towers -- the magocracy -- Orm and Ord --the Twins -- the Gloaming, Talltree and other lands even more exotic. Now, though, we&#039;ve got a further journey. Upon entering the Sea we bear east, hugging the shore, until we reach the Broken Straits and the Silent City of Orahorah. None of our merchants operate out of there -- they can&#039;t, it&#039;s a strict Guild system, no outsiders allowed -- so we sell our goods their and bring back what we can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Zizdul==&lt;br /&gt;
Rabanus observes what was once a great city, as large as Rhea&#039;s Ford, if not larger. It is centered on three hills that slope down the to shores of the bay, terraced in buildings of sandstone and adobe. Each hill is topped with enormous edifices -- one is clearly a temple, the other, the closest to the water, a keep, and the third looks to be a palatial mansion of some sort. For the most part the buildings are several stories tall, with some reaching sixty or eighty feet into the air. Rabanus also counts a half-dozen towers reaching to the sky, some three hundred feet in height.&lt;br /&gt;
&lt;br /&gt;
The main of the city is surrounded by a wall some forty feet tall, punctuated by sixty foot towers every hundred yards or so. Overall the buildings appear to suffer from disrepair and neglect; in some areas entire city blocks have been razed to the ground. Zizdul possesses a mile or more of waterfront, most of which is lined by decaying docks and half-submerged boats slipping under the surface of the water. There do not appear to be any ships capable of sailing. Numerous columns of smoke rise from the various buildings and vacant lots, but what he makes especial note of are the sheer numbers of humanoids that can be seen. Crowds of them fill the street, of a bewildering array of races, sizes and appearance. He sees goblins, orcs and ogres, bugbears and gnolls and even, sprawled around an enormous campfire in the center of a cleared city block, a family of five brutish looking giants, easily twice the height of an ogre. There are crews of kobolds working on the city walls, overseen by stern looking hobgoblins with whips, markets teeming with these races plus others less identifiable. If the mage were to guess he would say there were at least a thousand inhabitants of the city, and most likely more.  [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19783282#post19783282 IC 1615]&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Faery (elves, pixies, dryads, etc.) &#039;&#039;Rabanus (+2 CHA), Jabri (+2 Cha), Hira&#039;&#039;&lt;br /&gt;
*Undertongue (dwarves, gnomes, kobolds) &#039;&#039;Xallijk, Ishka, Tlilith, Ysval&#039;&#039;&lt;br /&gt;
*Bestial (ogre, orc, gnoll) &#039;&#039;Harn&#039;&#039;, &#039;&#039;Lady Paige&#039;&#039;&lt;br /&gt;
*Goblin (goblin, hobgoblin, bugbear) &#039;&#039;Harn, Pantera (+1 Cha), Tlilith&#039;&#039;&lt;br /&gt;
*Grog (common language of most primitive races) &#039;&#039;Hanston&#039;&#039;&lt;br /&gt;
*Swampspeak (frogling, lizardman, troglodyte, etc.) &#039;&#039;Karag&#039;&#039;&lt;br /&gt;
*Giant &#039;&#039;Qutai&#039;&#039;, &#039;&#039;Salazar (+1 CHA)&#039;&#039;&lt;br /&gt;
*Draconic &#039;&#039;Xallijk, P&#039;zev, Jabri (+2 Cha)&#039;&#039;&lt;br /&gt;
*Law (must be selected through Proficiency)&lt;br /&gt;
*Chaos (must be selected through Proficiency)&lt;br /&gt;
&lt;br /&gt;
==The Domain==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19773465#post19773465 Domain Building Notes I]&lt;br /&gt;
&lt;br /&gt;
===Wolf Keep===&lt;br /&gt;
The land is probably not that great for farming, at least not much past a narrow band on either side of the river. It is, however, ideal land to raise goats, sheep or even cows (again, think west Texas terrain). Fish and fowl are plentiful in the river -- or will be again, now that the trolls are gone. There is the copper mine with potential for more mines -- a comprehensive survey will determine how many -- and the possibility of quarrying sandstone. The land revenue for this hex is 7.&lt;br /&gt;
&lt;br /&gt;
What makes it really valuable, however, is the location of the Keep for controlling (and taxing, potentially) river traffic.&lt;br /&gt;
&lt;br /&gt;
*[[Map of Wolf Keep Island]]&lt;br /&gt;
*[[Wolf Keep proper]]&lt;br /&gt;
*[[Wolf Keep Construction Schedule]]&lt;br /&gt;
*[[Wolf Keep Features]]&lt;br /&gt;
*[[The Library at Wolf Keep]]&lt;br /&gt;
*[[Nathet&#039;s Lab]]&lt;br /&gt;
*[[Wolf Keep Hex Settlers]]&lt;br /&gt;
*[[Residents of Wolf Keep and Logistics]]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19689912#post19689912 Wolf Keep Logistics infodump post]&lt;br /&gt;
*[https://docs.google.com/drawings/d/13oMBcEKBt5A26-dCX6XvNg7K0td6FdXRjmIQ52Nvbww/edit Wolf Keep first floor map]&lt;br /&gt;
*[[Wolf Keep Surroundings]]&lt;br /&gt;
&lt;br /&gt;
===The Candle===&lt;br /&gt;
&lt;br /&gt;
The Candle is a pillar of stone rising some two hundred feet above the grasslands.  It apparently dates back Cycles, to the reign of the Crocodile Kings, but has been used by a variety of races and cultures over the years.&lt;br /&gt;
&lt;br /&gt;
The relevant posts detailing its layout are [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20073587#post20073587 here, with the lower levels] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20074467#post20074467 here for the upper levels].  As per the second link it will cost 20,000 gp (half in labor, half in materials) to totally repair it, after which point it will have a base cost of 120,000 gp.  As of now it has a value of 60,000 gp.&lt;br /&gt;
&lt;br /&gt;
*[[Candle Repair Schedule and Workers]]&lt;br /&gt;
*[[Candle Maps]]&lt;br /&gt;
*[[Candle Residents]]&lt;br /&gt;
*[[Candle hexes controlled]]&lt;br /&gt;
*[[Candle Mercenary Forces]]&lt;br /&gt;
*[[Candle Supplies]]&lt;br /&gt;
&lt;br /&gt;
===Hob===&lt;br /&gt;
*[[Construction Projects in Hob]]&lt;br /&gt;
*[[Hirelings in Hob]]&lt;br /&gt;
*[[Hob Warehouse]]&lt;br /&gt;
*[[Population of Hob]]&lt;br /&gt;
&lt;br /&gt;
=Houserules=&lt;br /&gt;
&lt;br /&gt;
*[[Trade Goods]]&lt;br /&gt;
*[[Hexcrawling]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Custom Items]]&lt;br /&gt;
*[[Alchemy]]&lt;br /&gt;
*[[Miscellany]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19933480#post19933480 XP awards]&lt;br /&gt;
*[[Ranger - custom class]]&lt;br /&gt;
*[[Goblin Warrior - custom class]]&lt;br /&gt;
*[[Cerves Brave - custom class]]&lt;br /&gt;
*[[Kobold Sneak - custom class]]&lt;br /&gt;
*[[Caballi Warrior - custom class]]&lt;br /&gt;
*[[Kobold Warrenguard - custom class]]&lt;br /&gt;
&lt;br /&gt;
=Important NPCs=&lt;br /&gt;
&lt;br /&gt;
[[Notable Events and Meetings]]&lt;br /&gt;
&lt;br /&gt;
==Mr. Hand, our Factor==&lt;br /&gt;
Mr. Hand will be able to do the following for you:&lt;br /&gt;
&lt;br /&gt;
*Recruit basic mercenary troops.&lt;br /&gt;
*Sell magic items, provided he has them in, ahem, hand.&lt;br /&gt;
*Find buyers and sellers for trade goods.&lt;br /&gt;
*Retain specialists.&lt;br /&gt;
*Arrange for supply trains to venture out, *assuming the infrastructure is set up*. If there&#039;s not a PC or henchmen with the train, they won&#039;t want to travel through uncleared hexes.&lt;br /&gt;
&lt;br /&gt;
He comes with an office and warehouse with a capacity of 10,000 stones worth of goods/treasure. Assume that 1,000 stones worth can be stored in a vault-like space and the rest of the storage is simply locked. The warehouse/office will also be guarded by two veteran crossbowmen 24 hours a day. I need y&#039;all to tell me if you want him based in Junction or Rhea&#039;s Ford. If he is based in Junction the above will cost you 500 gp a month (assume the 1st month is already paid); he will be closer to the frontier but in a smaller market. If based in Rhea&#039;s Ford the above will cost you 750 a month (again, assuming the 1st month is already paid); he will be farther from the frontier but in a larger market town.&lt;br /&gt;
&lt;br /&gt;
Note that the above cost includes payments on the warehouse and the salaries of Mr. Hand and the guards, but does not include the cost of recruiting troops, IDing magic items and so forth. There will be the ability to ID magic items in Junction, but the sale of them will be limited to Rhea&#039;s Ford.&lt;br /&gt;
&lt;br /&gt;
==Other Adventuring Parties==&lt;br /&gt;
&lt;br /&gt;
Awyn&#039;s Band&lt;br /&gt;
&lt;br /&gt;
*They are led by Awyn the Acrimonious, a she-warrior of some renown. The party counts amongst its members a mage, a cleric of a deity I have never heard of and cannot pronounce the name of, two rangers, a bard for singing Awyn&#039;s praises and a cloaked, silent man who&#039;s duties and abilities I have been unable to determine, and a score of so mercenaries, cooks and so forth. I do not know there goal, only that I observed them purchasing furs and blankets and other cold-weather gear. Therefore, I can only conclude they are either heading north, to where winter still holds the world in an icy embrace, or west, towards and perhaps beyond Rocky Peak.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19473255#post19473255 Sanke One-Eyed]&lt;br /&gt;
&lt;br /&gt;
*Her brother is stricken by a mysterious curse that prevents him from speaking the truth. They had heard tales of a spring somewhere to the southeast, that has the power to cleanse one who drinks of it of all such afflictions. They were unable to find it, however.  They stopped in Pevin, of all places, for a week of R&amp;amp;R but no idea where they went afterward.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19754636#post19754636 Bribras the Bold]&lt;br /&gt;
&lt;br /&gt;
*The trio claim no injuries, and have none visible, apart from the scratches and welts one might accumulate from running recklessly through the undergrowth, fleeing for one&#039;s life. Two of the three, Tika and and Isum, are both clad in chain mail; Tika wears a sword in a scabbard and has a short bow slung over her shoulder, while Isum has a one-handed axe and shield. The third member, Bribras the Bold, wears banded plate under a crimson surcoat and carries a war hammer and shield. Prominently displayed on a chain around his neck is stylized horses&#039;s head in profile with a twinkly ruby for an eye. To Hira&#039;s eye the three appear to be relatively inexperienced, at least less so than her employer. They may or may not be as seasoned as she is.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Look,&amp;quot; says Bribras, &amp;quot;we&#039;re new in town, drawn like half the people here by the promise of the wealth to be found out here on the frontier. I am, if I may modestly say, a rather important person back east, and my comrades are as dear to me as my own brothers and sisters. I will be willing to pay five hundred gold alcedes to whomever is able to recover the petrified remains of my three companions, so that we may restore them to life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20055658#post20055658 Bandits of the Plains]&lt;br /&gt;
&lt;br /&gt;
*Aside from Sanke One-eye&#039;s crew, there are another two bands: the Free Folk, who hang out mostly to the southeast, and the Redfoot Gang, who mostly work the other side of the Sarn (from the Candle). As far as can be told, the bandits mostly survive by robbing isolated communities, merchant caravans and scavenging amongst the ruins of the ancient ones. There are also a few beastman tribes roaming the llano, as the ogres call it. Some gnolls, a group of sun-hardened orcs that call themselves the Rock Spiders, and some of the other species such as cerves.&lt;br /&gt;
&lt;br /&gt;
=Rumor Mill=&lt;br /&gt;
*While the road to Rocky Peak has been little used and ill-maintained over the past century, the occasional bold merchant or brave adventurers made the treacherous journey between the two cities. A dozen or so years ago, however, a pride of manticores staked their territory western edge of the forest, effectively shutting down transit between Rocky Peak and Junction. Mr. Hand, the factor in the adventurer&#039;s employ, notes that Rocky Peak was for years a source of iron and gemstones, two commodities that Junction is sorely lacking.&lt;br /&gt;
*Far to the west, at the base of an active volcano, sits the legendary city of Pesh. Even before the darkness fell the route to Pesh was long and circuitous, for there is only one road onto the plateau where it is built, and the causeway is -- or was, rather, controlled by a fierce band of lion-men who demand tribute to those who would pass. Pesh is noted, however, for its great libraries containing books and scrolls of esoteric nature and for the veritable army of brass-skinned smiths who forge puissant weapons in the heat of the looming volcano. Were one to open a road to Pesh it would certainly bring great wealth to the indomitable individual.&lt;br /&gt;
*Gold ingots are also in high demand in Junction, and a wild-eyed man has been spreading tales of a gold mine he stumbled across in the hills south of the Principality, abandoned for nigh one hundred years but barely touched. He is willing to sell a map to the mine for 500 gold coins.&lt;br /&gt;
*A band of river trolls has established themselves in the River Sarn, demanding heavy tribute for those wanting to reach the Silver Sea and the markets beyond. The Scarlet Prince has offered a reward of 5000 gold alcedes to those able to defeat the trolls and open the waterways south. They are rumored to lair where the verdant grasslands turn to hills, some fifty miles southwest of Junction.&lt;br /&gt;
*All agree that the most fertile, prosperous land in Absalom is to be found almost due west of Junction. They say the ground is so fecund that one need only scatter seeds on the soil and wait for the most bountiful of harvests.&lt;br /&gt;
&lt;br /&gt;
=Game Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom IC 1] | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom IC 2] | [https://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom OOC 1] | [https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom OOC 2] | [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom OOC 3] | [https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread Logistics] | [https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&amp;amp;p=19616066#post19616066 Tracking] | [https://forum.rpg.net/showthread.php?764707-Semi-closed-Recruitment-ACKS-The-Wilderlands-of-Absalom Recruitment]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Barbarians_of_Lemuria:_The_Doom_of_Tyrus:_Qido_Teveren_Amalis_Tantar&amp;diff=304868</id>
		<title>Barbarians of Lemuria: The Doom of Tyrus: Qido Teveren Amalis Tantar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Barbarians_of_Lemuria:_The_Doom_of_Tyrus:_Qido_Teveren_Amalis_Tantar&amp;diff=304868"/>
		<updated>2016-08-07T04:05:08Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Name:&#039;&#039;&#039; Qido Teveren Amalis Tantar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Atlictoatl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Tyrus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saga:&#039;&#039;&#039; [[Barbarians_of_Lemuria:_The_Doom_of_Tyrus|The Doom of Tyrus]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The scion of a noble family of Tyrus disgraced after the war, Qido escaped from imprisonment and slavery and began working his way back up the ladder of Tyrusian society with a singular goal in mind: to restore the name of his family and earn revenge against those who wrongfully accused his father and mother of war crimes.&lt;br /&gt;
&lt;br /&gt;
Having assumed the role of a long-lost son of an otherwise heirless noble family, Qido has waged his personal vendetta against a cabal of wealthy Tyrusian families under the guise of the Silver Hawk, a notorious thief and blade-for-hire.&lt;br /&gt;
&lt;br /&gt;
Prince Dimas is one of the few remaining friends loyal to Qido&#039;s parents, and Qido will do whatever he can to assist the man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 1&lt;br /&gt;
&lt;br /&gt;
Agility 2&lt;br /&gt;
&lt;br /&gt;
Mind 0&lt;br /&gt;
&lt;br /&gt;
Appeal 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiative 1 (0 with helmet)&lt;br /&gt;
&lt;br /&gt;
Melee 1&lt;br /&gt;
&lt;br /&gt;
Ranged 0&lt;br /&gt;
&lt;br /&gt;
Defense 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Careers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assassin 3&lt;br /&gt;
&lt;br /&gt;
Noble 1&lt;br /&gt;
&lt;br /&gt;
Slave 0&lt;br /&gt;
&lt;br /&gt;
Thief 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carouser (Roll a bonus die to gain information, make contacts, or acquire goods and services whilst in a tavern. You are also resilient to the effects of alcohol.)&lt;br /&gt;
&lt;br /&gt;
Master of Disguise (You gain a bonus die whenever you are trying to conceal your true identity. In addition, whenever you want to suddenly appear in a scene where your character wasn’t already, you can spend a Hero Point to emerge as one of the random guards, townsfolk, etc., in the background. You were there the whole time, merely incognito!)&lt;br /&gt;
&lt;br /&gt;
Silver Tongue (You are very persuasive and can make any lie sound plausible. Roll a bonus die whenever trying to lie, con, fast-talk, or otherwise deceive someone.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
City Dweller (You aren’t happy in the great outdoors. You take a penalty die in situations to do with wilderness survival.)&lt;br /&gt;
&lt;br /&gt;
Obsession (restoring family name / vengeance) (Whenever you are in the presence of the object of your obsession, you have a penalty die on all rolls that require you to ignore it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Giantish&lt;br /&gt;
&lt;br /&gt;
Lemurian&lt;br /&gt;
&lt;br /&gt;
Malakutian&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lifeblood 11/11&lt;br /&gt;
&lt;br /&gt;
Hero Points 5/5 &lt;br /&gt;
&lt;br /&gt;
Advancement Points 0/0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sword (d6+1)&lt;br /&gt;
&lt;br /&gt;
Trident dagger (d6L+1, Concealable)&lt;br /&gt;
&lt;br /&gt;
Throwing daggers (d6L, 10&#039;, Concealable)&lt;br /&gt;
&lt;br /&gt;
Arbalest (d6H, 150&#039;, 2 rounds to load) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light (d6-3)&lt;br /&gt;
&lt;br /&gt;
Helmet (+1)&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karag_Two-Blades&amp;diff=304594</id>
		<title>Karag Two-Blades</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karag_Two-Blades&amp;diff=304594"/>
		<updated>2016-07-29T16:56:57Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Wilderlands of Absalom]]&lt;br /&gt;
&lt;br /&gt;
Originally a sea raider of the Iron Isles, Karag Two-Blades has carved a reputation as a cutthroat mercenary in the armies of the Scarlet Principalities. Driven now by fancies of robbing ghosts and claiming valor, he chases troubled dreams in pursuit of carving his name in the wild territories beyond civilization. His giant mustachio has been named &#039;The Caterpillar&#039; by the men, and his favorite possession, inexplicably, is a battered horned helm.&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*L6 Assassin (Executioner)&lt;br /&gt;
*XP: 53184/55000 (receives +5% bonus)&lt;br /&gt;
*Neutral Alignment&lt;br /&gt;
*PC with four henchmen: [[Hira of the Seven]], [[P&#039;zev the Hairless]], [[Hosfai]] the Cerves, and [[Ishka]] Bronze-skin&lt;br /&gt;
*Titles/Holdings: None&lt;br /&gt;
*Age: 28 (potion of speed&#039;d)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 17 (+2)&lt;br /&gt;
*INT 13 (+1)&lt;br /&gt;
*WIS 7 (-1)&lt;br /&gt;
*DEX 13 (+1)&lt;br /&gt;
*CON 9&lt;br /&gt;
*CHA 12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;&#039;Common&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Swampspeak&#039;&#039;&#039;&lt;br /&gt;
*General Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Adventuring&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mapping&#039;&#039;&#039; The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.&lt;br /&gt;
**&#039;&#039;&#039;Riding&#039;&#039;&#039; Judge of horseflesh, mounted combat, and control animal&lt;br /&gt;
**&#039;&#039;&#039;Seafaring x2&#039;&#039;&#039; The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists.&lt;br /&gt;
**&#039;&#039;&#039;Survival&#039;&#039;&#039; The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.&lt;br /&gt;
*Class Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 14+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble. &lt;br /&gt;
**&#039;&#039;&#039;Combat Trickery (Disarm)&#039;&#039;&#039; When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver.&lt;br /&gt;
**&#039;&#039;&#039;Fighting Style (two weapons)&#039;&#039;&#039; Additional +1 to attack throws&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**damage bonus (missile and melee, already added to attack stats)&lt;br /&gt;
**in leather or lighter&lt;br /&gt;
***backstab x3 (damage roll only, not bonuses)&lt;br /&gt;
***move silently 12+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)&lt;br /&gt;
***hide in shadows 14+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 7 (+1 chainmail AC5, +1 protection [sword], +1 dexterity) or sometimes 8 (masterwork lamellar AC 6, +1 protection [sword], +1 dexterity)&lt;br /&gt;
*&#039;&#039;Dances with Death&#039;&#039;: attacks that would hit AC 6 exactly receive an immediate riposte&lt;br /&gt;
*HP 24&lt;br /&gt;
*Movement Rate: 120/40/120&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks (w/ up to 6 cleave attacks)&lt;br /&gt;
**Primary Melee Attack: &#039;&#039;Dances with Death&#039;&#039; + &#039;&#039;Frenzy&#039;&#039;, attack throw 1+, 1d6+6&lt;br /&gt;
**Secondary Melee Attack: &#039;&#039;Dances with Death&#039;&#039; + masterwork handaxe, attack throw 1+, 1d6+6&lt;br /&gt;
**Tertiary Melee Attack: &#039;&#039;Dances with Death&#039;&#039; alone, attack throw 4+, 1d6+6&lt;br /&gt;
**Primary Ranged Attack: Longbow 6+, 1d6+3, 70&#039;/140/210&#039;&lt;br /&gt;
**Secondary Ranged Attack: masterwork Handaxe 5+, 1d6+3, 10&#039;/20&#039;/30&#039;&lt;br /&gt;
**Tertiary Ranged Attack: normal Dagger 6+, 1d4+3, 10/20/30&#039;&lt;br /&gt;
&lt;br /&gt;
*Saves: (-1 WIS penalty vs spells &amp;amp; magic items) (+1 protection added into values below)&lt;br /&gt;
**Petrification &amp;amp; Paralysis 11+&lt;br /&gt;
**Poison &amp;amp; Death 10+&lt;br /&gt;
**Blast &amp;amp; Breath 12+&lt;br /&gt;
**Staves &amp;amp; Wands 12+&lt;br /&gt;
**Spells 13+&lt;br /&gt;
&lt;br /&gt;
== Equipment==&lt;br /&gt;
Gear, Armor, Weapons: 3 stone, 4 items&lt;br /&gt;
*Clothing (22.8 gp): Fur-lined cloak, tunic and pants, belt, high boots, gloves, horned helm&lt;br /&gt;
*Armor: chainmail +1 (weighs 2 stone)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Sword +1, &#039;&#039;Dances with Death&#039;&#039;&lt;br /&gt;
**Sword, masterwork &#039;&#039;Frenzy&#039;&#039; (+1 accuracy, +1 damage), 1260 gp&lt;br /&gt;
**masterwork handaxe&lt;br /&gt;
**Silver dagger, 30 gp&lt;br /&gt;
*Belt, leather: waterskin, 6sp, coinpurse 5sp&lt;br /&gt;
*Backpack (55.8 gp): flint &amp;amp; steel, map book, mapping tools, ink - 1 oz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup armor: Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp&lt;br /&gt;
&lt;br /&gt;
Cyclone, Medium WarHorse, HP 17/17, 250 gp&lt;br /&gt;
*Saddle &amp;amp; Tack - War (25 gp)&lt;br /&gt;
*Saddlebag One (37 gp): shield, longbow, two quivers of 20 arrows, backup dagger, backup handaxe, blanket, tunic and pants&lt;br /&gt;
*Saddlebag Two (22.2 gp):  iron rations - 2 weeks, waterskin - full (x2), flask of oil - military (x4)&lt;br /&gt;
-2 arrows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skeg, Medium Draft Horse, HP 20/20 (30 gp)&lt;br /&gt;
*Saddlebag One (29 gp): backup longbow (x2), four quivers of arrows, backup dagger (x2)&lt;br /&gt;
*Saddlebag Two (35 gp): leather armor, backup shield&lt;br /&gt;
*Saddlebag Three (43.2 gp): backup sword, backup handaxe (x2), iron spikes (x 36), crowbar (x2), sacks - large (x9), ink - 1 oz&lt;br /&gt;
*Saddlebag Four (53 gp): iron rations - 1 week, 400&#039; rope, grappling hook, blanket, tunic and pants, whip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle, Medium Draft Horse, HP 13/13 (30 gp)&lt;br /&gt;
*Saddlebag One (41 gp): flasks of oil - military (x18) [all 18 used in hobgoblin siege on kobolds}&lt;br /&gt;
*Saddlebag Two (41 gp): flasks of oil - military (x18) [2 used in hobgoblin siege on kobolds} &lt;br /&gt;
*Saddlebag Three (17 gp): woodaxes (x3)&lt;br /&gt;
*Saddlebag Four (17 gp): woodaxes (x3)&lt;br /&gt;
&lt;br /&gt;
==Magic Items==&lt;br /&gt;
&lt;br /&gt;
*Sword, masterwork: &#039;&#039;Frenzy&#039;&#039;, +1 to hit and +1 damage&lt;br /&gt;
*Sword forged from some a dull, almost blue metal that is untouched by age or element: &#039;&#039;Dances with Death, +1&#039;&#039;&lt;br /&gt;
*dagger, +1: Xallijk&#039;s dagger&lt;br /&gt;
*Lamellar Armor, masterwork, +1 AC and -1 stone encumbrance&lt;br /&gt;
*chain mail, +1 (total AC 5, weighs 2 stone)&lt;br /&gt;
*Scroll of spells (secured with Mr. Hand)&lt;br /&gt;
**First Level&lt;br /&gt;
***Floating Disc&lt;br /&gt;
***Shield&lt;br /&gt;
**Third Level&lt;br /&gt;
***Protection from Evil, Sustained&lt;br /&gt;
**Fifth Level&lt;br /&gt;
***Animate Dead&lt;br /&gt;
***Conjure Elemental&lt;br /&gt;
**Sixth Level&lt;br /&gt;
***Trollblood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dances with Death:&#039;&#039;&#039; The blade is named Dances with Death in the Common tongue. It is semi-sentient, endowed at its creation with an air elemental a half-dozen cycles ago by the brass-skinned smiths of Pesh. The wielder of Dances with Death gains the benefits of a &#039;&#039;ring of protection +1&#039;&#039; while it is carried, including the bonuses to saving throws. In addition, whenever an attack roll against the wielder would have hit their old AC *exactly* the wielder can make an automatic riposte, regardless if the wielder is surprised, has already acted or has yet to act. This attack cannot lead to a Cleave. (&#039;&#039;Ex. The current wielder, Anna, has an AC of 4 without the sword and an AC of 5 with the sword. She is fighting an opponent with an Attack throw of 10+, who needs to roll a 15+ to hit her. The attacker rolls a 14, which *would* have exactly hit the Anna&#039;s old AC. The simple intelligence that inhabits the sword guides Anna&#039;s hand and enables her to make a free attack.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Adventures of Note==&lt;br /&gt;
*Troll Keep&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19581688#post19581688 Iskikkigiri]&lt;br /&gt;
*charging the hobgoblin guardpost&lt;br /&gt;
&lt;br /&gt;
==Expenses==&lt;br /&gt;
16000&lt;br /&gt;
-4000 magic gamble&lt;br /&gt;
-3310 masterwork items&lt;br /&gt;
-6500 henchmen XP &lt;br /&gt;
-753.3 Hira&#039;s equipment&lt;br /&gt;
-322.9 P&#039;zek&#039;s equipment&lt;br /&gt;
-784.1 Karag equipment&lt;br /&gt;
-50 Hosfai equipment&lt;br /&gt;
&lt;br /&gt;
143.7 gp remaining&lt;br /&gt;
&lt;br /&gt;
Contributions to Expedition: 191.2 Karag eq + 592 Hira eq + 80.8 P&#039;zev eq + 136 gp = 1000 gp&lt;br /&gt;
Owes 2000 gp to Harn&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=P%27zev_the_Hairless&amp;diff=304461</id>
		<title>P&#039;zev the Hairless</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=P%27zev_the_Hairless&amp;diff=304461"/>
		<updated>2016-07-26T02:41:32Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Wilderlands of Absalom]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*L4 Mage (Magician)&lt;br /&gt;
*XP: 18628/20000 (+5% bonus)&lt;br /&gt;
*Neutral Alignment &lt;br /&gt;
*Henchman of PC [[Karag Two-Blades]]&lt;br /&gt;
*Titles/Holdings: none&lt;br /&gt;
*Age: 29&lt;br /&gt;
&lt;br /&gt;
A dark-skinned man wearing the red-and-black robes of a War Wizard of Taval, P&#039;zev is not just bald-pated but utterly lacking of any hair. He calls himself P&#039;zev the Perspicacious, but the men have named him &#039;the Hairless&#039;. He claims the follicles were affected by an alchemical accident, but there are those in the ranks who swear they&#039;ve seen him shaving in the early hours of morning. He came to Karag&#039;s employ after fleeing a city east of Rhea&#039;s Ford, having discovered a secret of the criminal element that would not bode well for his health.&lt;br /&gt;
&lt;br /&gt;
*P&#039;zev has always worked for criminal enterprises. (blight | criminals)&lt;br /&gt;
*P&#039;zev is a logician, and works to ensure that Karag and Hira have the resources for their schemes. (operate | resources)&lt;br /&gt;
*When Karag makes promises, P&#039;zev delivers on them. (fulfill | lies)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 11&lt;br /&gt;
*INT 15 (+1)&lt;br /&gt;
*WIS 11&lt;br /&gt;
*DEX 13 (+1)&lt;br /&gt;
*CON 13 (+1)&lt;br /&gt;
*CHA 9&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;&#039;Common&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Draconic&#039;&#039;&#039;&lt;br /&gt;
*General Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Adventuring&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Knowledge (geology)&#039;&#039;&#039; With a proficiency throw of 11+, the character can recall expert commentary or information relating to this area of knowledge&lt;br /&gt;
**&#039;&#039;&#039;Knowledge (history)&#039;&#039;&#039; With a proficiency throw of 11+, the character can recall expert commentary or information relating to this area of knowledge&lt;br /&gt;
*Class Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Magical Engineering&#039;&#039;&#039; The character has specialized knowledge of magical items. He gains a +1 to magical research throws. He can recognize most common magical items after careful investigation with a proficiency throw of 11+, but is unable to recognize uncommon or unique magical items, to divine command words, to distinguish trapped or cursed items from safe ones, or to assess the specific bonus or number of charges remaining in an item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 1&lt;br /&gt;
*HP 17&lt;br /&gt;
*Movement Rate: 120&#039;/40&#039;/120&#039;&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: Dagger 9+, 1d4&lt;br /&gt;
**Primary Ranged Attack: Dagger 8+, 1d4, 10&#039;/20/&#039;30&#039;&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 12+&lt;br /&gt;
**Poison &amp;amp; Death 12+&lt;br /&gt;
**Blast &amp;amp; Breath 14+&lt;br /&gt;
**Staves &amp;amp; Wands 10+&lt;br /&gt;
**Spells 11+&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Spellbook&lt;br /&gt;
*First Level: 2/day&lt;br /&gt;
**Magic Missile&lt;br /&gt;
**Summon Berserkers&lt;br /&gt;
**Sleep&lt;br /&gt;
*Second Level: 2/day&lt;br /&gt;
**Invisibility&lt;br /&gt;
**Knock&lt;br /&gt;
**Summon Hero&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
Gear, Armor, Weapons: 3 stone, 4 items&lt;br /&gt;
*Clothing: fur-lined cloak, woolen robes, low boots, belt, gloves, fur hat (23.4 gp)&lt;br /&gt;
*Weapons: dagger (x3) (9 gp)&lt;br /&gt;
*Belt: waterskin, coin pouch (1.1 gp)&lt;br /&gt;
*Backpack (111.7 gp): Lantern, flasks of oil - common (x3), flint &amp;amp; steel, iron rations (1 week), 100&#039; rope, grappling hook, crowbar, spellbook&lt;br /&gt;
&lt;br /&gt;
Wealth: 2390.75 gp (kept safe with Mr. Hand), 111.23 gp on person&lt;br /&gt;
&lt;br /&gt;
Cookie, Medium Riding Horse, HP 13/13 (40 gp)&lt;br /&gt;
*Saddle &amp;amp; Tack (10 gp)&lt;br /&gt;
*Saddlebag One (26.2 gp): iron rations - two weeks, waterskin - full (x2), spare robe, blankets (x3)&lt;br /&gt;
*Saddlebag Two (15 gp): tent, stakes &amp;amp; mallet, sacks - large (x5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castle, Medium Draft Horse, HP 9/9 (50 gp total)&lt;br /&gt;
*Saddlebag One (10.4): flasks of oil - common (x18)&lt;br /&gt;
*Saddlebag Two (10.4): flask of oil - common (x18)&lt;br /&gt;
*Saddlebag Three (67): 400&#039; rope, grappling hooks (x2), crowbar (x2)&lt;br /&gt;
*Saddlebag Four (17): iron rations - three weeks&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Background===&lt;br /&gt;
Possessing of a faultless sense of duty, the hairless scholar who smells constantly of alchemical powders earned the enmity of a criminal figure east of Rhea&#039;s Ford, having discovered a secret that made him flee into the employ of the Iron Raider. While appreciative of Hira of the Seven&#039;s skills as a healer, he&#039;s skeptical about her mysticism.&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hira_of_the_Seven&amp;diff=304460</id>
		<title>Hira of the Seven</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hira_of_the_Seven&amp;diff=304460"/>
		<updated>2016-07-26T02:40:54Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Wilderlands of Absalom]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*L5 Antiquarian Witch (Sibyl)&lt;br /&gt;
*XP: 19117/32000&lt;br /&gt;
*Neutral Alignment&lt;br /&gt;
*Henchman of the PC [[Karag Two-Blades]]&lt;br /&gt;
*Titles/Holdings: none&lt;br /&gt;
*Age: 24&lt;br /&gt;
&lt;br /&gt;
Assigned to Karag&#039;s dominion a decade ago by her family, the witch-woman Hira of the Seven keeps account of the raider&#039;s victories, caring for those in his command and making peace with the mystical entities stirred up by his conquering passage. While no crone, her hair is snow white, making her appear ageless.&lt;br /&gt;
&lt;br /&gt;
*Hira gets stimulation from new things, and wants to travel and see the world (&#039;&#039;report | the world&#039;&#039;)&lt;br /&gt;
*Hira has a criminal side, and is generally involved in some way in Karag&#039;s schemes. (&#039;&#039;abuse | justice&#039;&#039;)&lt;br /&gt;
*Hira likes being close to the action, and wants to be one of the powers behind the throne. (&#039;&#039;accompany | prosperity&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 8 (-1)&lt;br /&gt;
*INT 13 (+1)&lt;br /&gt;
*WIS 18 (+3)&lt;br /&gt;
*DEX 12&lt;br /&gt;
*CON 14 (+1)&lt;br /&gt;
*CHA 9&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;&#039;Common&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Faery&#039;&#039;&#039;&lt;br /&gt;
*General Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Adventuring&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Healing III&#039;&#039;&#039; on 14+ can neutralize poison, cure disease, or cure serious wounds (2d6+3) once per day per patient; 11+ to identify if a disease is magical or mundane and diagnose mundane diseases; supervise six patients for an extra 1d3 natural healing per day&lt;br /&gt;
**X&lt;br /&gt;
*Class Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Beast Friendship&#039;&#039;&#039; She can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). She gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.&lt;br /&gt;
**&#039;&#039;&#039;Brew potions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Cure Moderate Wounds&#039;&#039;&#039; (2d6) once per 8 hours (takes 10 minutes)&lt;br /&gt;
**&#039;&#039;&#039;Familiar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 0&lt;br /&gt;
*HP 16&lt;br /&gt;
*Movement Rate: 120&#039; exploration/running, 40&#039; combat&lt;br /&gt;
*Initiative Modifier: +0&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: Staff 10+, 1d4-1/1d6-1 (two-handed)&lt;br /&gt;
**Secondary Melee Attack: Dagger 10+, 1d4-1&lt;br /&gt;
**Primary Ranged Attack: Dagger 9+, 1d4&lt;br /&gt;
*Saves (+3 WIS bonus vs spells and magic items):&lt;br /&gt;
**Petrification &amp;amp; Paralysis 11+&lt;br /&gt;
**Poison &amp;amp; Death 8+&lt;br /&gt;
**Blast &amp;amp; Breath 14+&lt;br /&gt;
**Staves &amp;amp; Wands 11+&lt;br /&gt;
**Spells 10+ (includes WIS bonus)&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 3/day&lt;br /&gt;
**Cause Fear&lt;br /&gt;
**Command Word&lt;br /&gt;
**Cure Light Wounds* (1d6+1)&lt;br /&gt;
**Delay Disease&lt;br /&gt;
**Detect Magic&lt;br /&gt;
**Detect Poison&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
**Light*&lt;br /&gt;
**Locate Animal or Plant&lt;br /&gt;
**Predict Weather&lt;br /&gt;
**Protection from Evil*&lt;br /&gt;
**Purify Food and Water*&lt;br /&gt;
**Read Languages&lt;br /&gt;
**Resist Cold&lt;br /&gt;
**Salving Rest&lt;br /&gt;
**Trance&lt;br /&gt;
*Second Level: 3/day&lt;br /&gt;
**Augury&lt;br /&gt;
**Bane&lt;br /&gt;
**Charm Animal&lt;br /&gt;
**Chameleon&lt;br /&gt;
**Choking Grip&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Enthrall&lt;br /&gt;
**Hold Person&lt;br /&gt;
**Locate Object&lt;br /&gt;
**Magic Mouth&lt;br /&gt;
**Resist Fire&lt;br /&gt;
**Speak with Animals&lt;br /&gt;
**Sleep&lt;br /&gt;
**Ventriloquism&lt;br /&gt;
**Unseen Servant&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
Gear, Armor, Weapons: 4 stone, 3 items&lt;br /&gt;
*Clothing: fur-lined winter cloak w/hood, dress, leather belt, low boots, gloves (20.4 gp)&lt;br /&gt;
*Weapons: Staff, dagger (4 gp)&lt;br /&gt;
*Belt: Waterskin, coin pouch (1.1 gp)&lt;br /&gt;
*Backpack (3st, 141.6 gp)&lt;br /&gt;
**3# Comfrey, 1# Goldenrod, 1# Woundwort, 1# Wolfsbane, Candle - tallow (x6), Lantern, Flask of Oil - common (x3), Flint &amp;amp; steel, Iron rations (1 day)&lt;br /&gt;
&lt;br /&gt;
Wealth: 2890.75 gp (kept safe with Mr. Hand), 111.23 gp on person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coriander, Medium Riding Horse  HP 17/17, 40 gp&lt;br /&gt;
*Saddle &amp;amp; Tack, 10 gp&lt;br /&gt;
*Saddlebag One (305 gp): 9# Comfrey, 3# Wolfsbane, 9# Woundwart, 9# Birthwort &lt;br /&gt;
*Saddlebag Two (58.2 gp): Iron rations - 1 week, Stakes &amp;amp; Mallet, Blanket (x3),  dress (x2), waterskin - full (x2), cloak - hooded, 3# Goldenrod&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rosemary, Medium Draft Horse, HP 13/13 30 gp&lt;br /&gt;
*Saddlebag One (117.8 gp): 400&#039; rope, 4 grappling hooks, 6 sacks - large&lt;br /&gt;
*Saddlebag Two (12 gp): Tent, Iron rations - 1 week&lt;br /&gt;
*Saddlebag Three (12.6 gp): 4 sacks - large, 8 flasks of oil - common&lt;br /&gt;
*Saddlebag Four (68.6 gp): 12 flasks of oil - common, 3# Belladonna, 3# Goldenrod&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karag_Two-Blades&amp;diff=304459</id>
		<title>Karag Two-Blades</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karag_Two-Blades&amp;diff=304459"/>
		<updated>2016-07-26T02:40:24Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Wilderlands of Absalom]]&lt;br /&gt;
&lt;br /&gt;
Originally a sea raider of the Iron Isles, Karag Two-Blades has carved a reputation as a cutthroat mercenary in the armies of the Scarlet Principalities. Driven now by fancies of robbing ghosts and claiming valor, he chases troubled dreams in pursuit of carving his name in the wild territories beyond civilization. His giant mustachio has been named &#039;The Caterpillar&#039; by the men, and his favorite possession, inexplicably, is a battered horned helm.&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*L6 Assassin (Executioner)&lt;br /&gt;
*XP: 48619/55000 (receives +5% bonus)&lt;br /&gt;
*Neutral Alignment&lt;br /&gt;
*PC with four henchmen: [[Hira of the Seven]], [[P&#039;zev the Hairless]], [[Hosfai]] the Cerves, and [[Ishka]] Bronze-skin&lt;br /&gt;
*Titles/Holdings: None&lt;br /&gt;
*Age: 28 (potion of speed&#039;d)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 17 (+2)&lt;br /&gt;
*INT 13 (+1)&lt;br /&gt;
*WIS 7 (-1)&lt;br /&gt;
*DEX 13 (+1)&lt;br /&gt;
*CON 9&lt;br /&gt;
*CHA 12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;&#039;Common&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Swampspeak&#039;&#039;&#039;&lt;br /&gt;
*General Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Adventuring&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mapping&#039;&#039;&#039; The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.&lt;br /&gt;
**&#039;&#039;&#039;Riding&#039;&#039;&#039; Judge of horseflesh, mounted combat, and control animal&lt;br /&gt;
**&#039;&#039;&#039;Seafaring x2&#039;&#039;&#039; The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists.&lt;br /&gt;
**&#039;&#039;&#039;Survival&#039;&#039;&#039; The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.&lt;br /&gt;
*Class Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 14+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble. &lt;br /&gt;
**&#039;&#039;&#039;Combat Trickery (Disarm)&#039;&#039;&#039; When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver.&lt;br /&gt;
**&#039;&#039;&#039;Fighting Style (two weapons)&#039;&#039;&#039; Additional +1 to attack throws&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**damage bonus (missile and melee, already added to attack stats)&lt;br /&gt;
**in leather or lighter&lt;br /&gt;
***backstab x3 (damage roll only, not bonuses)&lt;br /&gt;
***move silently 12+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)&lt;br /&gt;
***hide in shadows 14+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 7 (+1 chainmail AC5, +1 protection [sword], +1 dexterity) or sometimes 8 (masterwork lamellar AC 6, +1 protection [sword], +1 dexterity)&lt;br /&gt;
*&#039;&#039;Dances with Death&#039;&#039;: attacks that would hit AC 6 exactly receive an immediate riposte&lt;br /&gt;
*HP 24&lt;br /&gt;
*Movement Rate: 120/40/120&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks (w/ up to 6 cleave attacks)&lt;br /&gt;
**Primary Melee Attack: &#039;&#039;Dances with Death&#039;&#039; + &#039;&#039;Frenzy&#039;&#039;, attack throw 1+, 1d6+6&lt;br /&gt;
**Secondary Melee Attack: &#039;&#039;Dances with Death&#039;&#039; + masterwork handaxe, attack throw 1+, 1d6+6&lt;br /&gt;
**Tertiary Melee Attack: &#039;&#039;Dances with Death&#039;&#039; alone, attack throw 4+, 1d6+6&lt;br /&gt;
**Primary Ranged Attack: Longbow 6+, 1d6+3, 70&#039;/140/210&#039;&lt;br /&gt;
**Secondary Ranged Attack: masterwork Handaxe 5+, 1d6+3, 10&#039;/20&#039;/30&#039;&lt;br /&gt;
**Tertiary Ranged Attack: normal Dagger 6+, 1d4+3, 10/20/30&#039;&lt;br /&gt;
&lt;br /&gt;
*Saves: (-1 WIS penalty vs spells &amp;amp; magic items) (+1 protection added into values below)&lt;br /&gt;
**Petrification &amp;amp; Paralysis 11+&lt;br /&gt;
**Poison &amp;amp; Death 10+&lt;br /&gt;
**Blast &amp;amp; Breath 12+&lt;br /&gt;
**Staves &amp;amp; Wands 12+&lt;br /&gt;
**Spells 13+&lt;br /&gt;
&lt;br /&gt;
== Equipment==&lt;br /&gt;
Gear, Armor, Weapons: 3 stone, 4 items&lt;br /&gt;
*Clothing (22.8 gp): Fur-lined cloak, tunic and pants, belt, high boots, gloves, horned helm&lt;br /&gt;
*Armor: chainmail +1 (weighs 2 stone)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Sword +1, &#039;&#039;Dances with Death&#039;&#039;&lt;br /&gt;
**Sword, masterwork &#039;&#039;Frenzy&#039;&#039; (+1 accuracy, +1 damage), 1260 gp&lt;br /&gt;
**masterwork handaxe&lt;br /&gt;
**Silver dagger, 30 gp&lt;br /&gt;
*Belt, leather: waterskin, 6sp, coinpurse 5sp&lt;br /&gt;
*Backpack (55.8 gp): flint &amp;amp; steel, map book, mapping tools, ink - 1 oz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup armor: Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp&lt;br /&gt;
&lt;br /&gt;
Cyclone, Medium WarHorse, HP 17/17, 250 gp&lt;br /&gt;
*Saddle &amp;amp; Tack - War (25 gp)&lt;br /&gt;
*Saddlebag One (37 gp): shield, longbow, two quivers of 20 arrows, backup dagger, backup handaxe, blanket, tunic and pants&lt;br /&gt;
*Saddlebag Two (22.2 gp):  iron rations - 2 weeks, waterskin - full (x2), flask of oil - military (x4)&lt;br /&gt;
-2 arrows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skeg, Medium Draft Horse, HP 20/20 (30 gp)&lt;br /&gt;
*Saddlebag One (29 gp): backup longbow (x2), four quivers of arrows, backup dagger (x2)&lt;br /&gt;
*Saddlebag Two (35 gp): leather armor, backup shield&lt;br /&gt;
*Saddlebag Three (43.2 gp): backup sword, backup handaxe (x2), iron spikes (x 36), crowbar (x2), sacks - large (x9), ink - 1 oz&lt;br /&gt;
*Saddlebag Four (53 gp): iron rations - 1 week, 400&#039; rope, grappling hook, blanket, tunic and pants, whip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle, Medium Draft Horse, HP 13/13 (30 gp)&lt;br /&gt;
*Saddlebag One (41 gp): flasks of oil - military (x18) [all 18 used in hobgoblin siege on kobolds}&lt;br /&gt;
*Saddlebag Two (41 gp): flasks of oil - military (x18) [2 used in hobgoblin siege on kobolds} &lt;br /&gt;
*Saddlebag Three (17 gp): woodaxes (x3)&lt;br /&gt;
*Saddlebag Four (17 gp): woodaxes (x3)&lt;br /&gt;
&lt;br /&gt;
==Magic Items==&lt;br /&gt;
&lt;br /&gt;
*Sword, masterwork: &#039;&#039;Frenzy&#039;&#039;, +1 to hit and +1 damage&lt;br /&gt;
*Sword forged from some a dull, almost blue metal that is untouched by age or element: &#039;&#039;Dances with Death, +1&#039;&#039;&lt;br /&gt;
*dagger, +1: Xallijk&#039;s dagger&lt;br /&gt;
*Lamellar Armor, masterwork, +1 AC and -1 stone encumbrance&lt;br /&gt;
*chain mail, +1 (total AC 5, weighs 2 stone)&lt;br /&gt;
*Scroll of spells (secured with Mr. Hand)&lt;br /&gt;
**First Level&lt;br /&gt;
***Floating Disc&lt;br /&gt;
***Shield&lt;br /&gt;
**Third Level&lt;br /&gt;
***Protection from Evil, Sustained&lt;br /&gt;
**Fifth Level&lt;br /&gt;
***Animate Dead&lt;br /&gt;
***Conjure Elemental&lt;br /&gt;
**Sixth Level&lt;br /&gt;
***Trollblood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dances with Death:&#039;&#039;&#039; The blade is named Dances with Death in the Common tongue. It is semi-sentient, endowed at its creation with an air elemental a half-dozen cycles ago by the brass-skinned smiths of Pesh. The wielder of Dances with Death gains the benefits of a &#039;&#039;ring of protection +1&#039;&#039; while it is carried, including the bonuses to saving throws. In addition, whenever an attack roll against the wielder would have hit their old AC *exactly* the wielder can make an automatic riposte, regardless if the wielder is surprised, has already acted or has yet to act. This attack cannot lead to a Cleave. (&#039;&#039;Ex. The current wielder, Anna, has an AC of 4 without the sword and an AC of 5 with the sword. She is fighting an opponent with an Attack throw of 10+, who needs to roll a 15+ to hit her. The attacker rolls a 14, which *would* have exactly hit the Anna&#039;s old AC. The simple intelligence that inhabits the sword guides Anna&#039;s hand and enables her to make a free attack.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Adventures of Note==&lt;br /&gt;
*Troll Keep&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19581688#post19581688 Iskikkigiri]&lt;br /&gt;
*charging the hobgoblin guardpost&lt;br /&gt;
&lt;br /&gt;
==Expenses==&lt;br /&gt;
16000&lt;br /&gt;
-4000 magic gamble&lt;br /&gt;
-3310 masterwork items&lt;br /&gt;
-6500 henchmen XP &lt;br /&gt;
-753.3 Hira&#039;s equipment&lt;br /&gt;
-322.9 P&#039;zek&#039;s equipment&lt;br /&gt;
-784.1 Karag equipment&lt;br /&gt;
-50 Hosfai equipment&lt;br /&gt;
&lt;br /&gt;
143.7 gp remaining&lt;br /&gt;
&lt;br /&gt;
Contributions to Expedition: 191.2 Karag eq + 592 Hira eq + 80.8 P&#039;zev eq + 136 gp = 1000 gp&lt;br /&gt;
Owes 2000 gp to Harn&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Anvan&amp;diff=304458</id>
		<title>Anvan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Anvan&amp;diff=304458"/>
		<updated>2016-07-26T02:39:36Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Wilderlands of Absalom]]&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Mage 4&lt;br /&gt;
*XP: 10,764/20,000&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Henchman of [[Ishka]], who is a henchman of [[Karag Two-Blades]]&lt;br /&gt;
&lt;br /&gt;
Anvan was recruited in Rhea&#039;s Ford by P&#039;zev the Hairless to be in the employ of Ishka Bronze-skin.&lt;br /&gt;
&lt;br /&gt;
*Anvan resents the stranglehold that the Wizard&#039;s Colleges have on knowledge, and seeks to amass her own libraries on the edge of the wilderness, outside their grasp. (&#039;&#039;rob | academia&#039;&#039;)&lt;br /&gt;
*Anvan seeks to be watchful for the needs of spirits within the mortal realm. (&#039;&#039;administer | spirits&#039;&#039;)&lt;br /&gt;
*She seeks to not only record the exploits of greatness, but to spread word of it within her own lifetime. (&#039;&#039;publicize | legends&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 09&lt;br /&gt;
*INT 12&lt;br /&gt;
*WIS 15 (+1)&lt;br /&gt;
*DEX 16 (+2)&lt;br /&gt;
*CON 14 (+1)&lt;br /&gt;
*CHA 8 (-1)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;&#039;Common&#039;&#039;&#039; &lt;br /&gt;
*General Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Mimicry&#039;&#039;&#039; Anvan can imitate animal calls and foreign language accents. With a proficiency throw of 11+, her mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. This proficiency can be selected multiple times.&lt;br /&gt;
*Class Proficiencies&lt;br /&gt;
**&#039;&#039;&#039;Elementalism&#039;&#039;&#039; Fire spells do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from fire gain +1 hp per Hit Die. Anvan&#039;s’s magic missiles can be considered to be of this element, if she desires.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 2&lt;br /&gt;
*HP 14&lt;br /&gt;
*Movement Rate 120/40/120&lt;br /&gt;
*Initiative Modifier +2&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: Dagger 9+, 1d4&lt;br /&gt;
**Primary Ranged Attack: Darts 7+, 1d4&lt;br /&gt;
*Saves (+1 WIS bonus vs spells and magic items):&lt;br /&gt;
**Petrification &amp;amp; Paralysis 12+&lt;br /&gt;
**Poison &amp;amp; Death 12+&lt;br /&gt;
**Blast &amp;amp; Breath 14+&lt;br /&gt;
**Staves &amp;amp; Wands 10+&lt;br /&gt;
**Spells 10+ (includes WIS bonus)&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2/2&lt;br /&gt;
**Burning Hands&lt;br /&gt;
**Shield&lt;br /&gt;
*Second Level: 2/2&lt;br /&gt;
**Mirror Image&lt;br /&gt;
**Uncanny Gyration&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**645.37 gp&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Homeward_Bound&amp;diff=304436</id>
		<title>Homeward Bound</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Homeward_Bound&amp;diff=304436"/>
		<updated>2016-07-25T16:28:31Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mechanical Game State */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Homeward Bound=&lt;br /&gt;
This is the wiki frontpage for Iustum&#039;s upcoming Delta Green game.&lt;br /&gt;
&lt;br /&gt;
==Thread Links==&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?778606-Interest-Recruitment-Delta-Green-Quickstart-No-Need-to-Know Recruitment Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/showthread.php?779089-Delta-Green-Homeward-Bound IC Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/showthread.php?779090-Delta-Green-Homeward-Bound OOC Thread] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechanical Game State==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Investigator&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Sanity&lt;br /&gt;
! Willpower&lt;br /&gt;
! Violence Adaptation&lt;br /&gt;
! Helplessness Adaptation&lt;br /&gt;
! Wounds&lt;br /&gt;
! Disorders&lt;br /&gt;
! Bond Expenditure&lt;br /&gt;
|-&lt;br /&gt;
| Abraham Stoker&lt;br /&gt;
| 10&lt;br /&gt;
| 63&lt;br /&gt;
| 13&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mark Wittmeyer &amp;quot;NEURO&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 78&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mustafa Nadir &amp;quot;CYRUS&amp;quot;&lt;br /&gt;
| 7/15&lt;br /&gt;
| 39&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Intermittent Explosive Disorder&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Thomas Crocker &amp;quot;WHETSTONE&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 64&lt;br /&gt;
| 14&lt;br /&gt;
| &lt;br /&gt;
|XXX&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| (KIA) Simon Elliott &amp;quot;CAYENNE&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| 48&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dennis Kosumi &amp;quot;BLUEJAY&amp;quot;&lt;br /&gt;
| 12/13&lt;br /&gt;
| 18/40&lt;br /&gt;
| 3&lt;br /&gt;
| XXX&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Paranoia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Wren Davies &amp;quot;SKADI&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 44&lt;br /&gt;
| 11&lt;br /&gt;
| XXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Joseph Sulaweyo &amp;quot;SPIRAL&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 38&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Hypnophobia&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Investigators==&lt;br /&gt;
&lt;br /&gt;
[[Abraham Stoker]], played by Bluenose &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mark Wittmeyer]], played by AB &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mustafa Nadir]], played by NoMessiah &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thomas Crocker]], played by baffle mint &amp;lt;br&amp;gt;&lt;br /&gt;
[[Simon Elliott]], played by G0sp3l (KIA)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dennis Kosumi]], played by Atlictoatl &amp;lt;br&amp;gt;&lt;br /&gt;
[[Wren Davies]], played by Daxian &amp;lt;br&amp;gt;&lt;br /&gt;
[[Joseph Sulaweyo]], played by G0sp3l &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Blank Investigator Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Night at the Opera 1: &#039;&#039;&#039;Home&#039;&#039;&#039;==&lt;br /&gt;
===Operational Objectives===&lt;br /&gt;
1.  Determine whether the homicides of Dr. and Mrs. Hallstead were the result of an unnatural or extraterrestrial incursion. &amp;lt;br&amp;gt;&lt;br /&gt;
2.  If so, seal off the incursion and determine its extent. &amp;lt;br&amp;gt;&lt;br /&gt;
3.  Eliminate any incursion vectors. &amp;lt;br&amp;gt;&lt;br /&gt;
4.  Under no circumstances are individuals who do not possess Delta Green code word clearance to be provided or allowed to possess code word classified material. &amp;lt;br&amp;gt;&lt;br /&gt;
5.  Secure all vector-related technology.&lt;br /&gt;
===Investigative Leads===&lt;br /&gt;
[http://imgur.com/VNIRZfX Dr. Ronald Hallstead Coroner&#039;s Report]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://imgur.com/1Y0MZYL Mrs. Verna Hallstead Coroner&#039;s Report] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://imgur.com/BKfJla4 Hallstead Police Report] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://imgur.com/Uramvgk Larabie Crime Scene Notes]&amp;lt;br&amp;gt;&lt;br /&gt;
===Material to be Removed and Classified===&lt;br /&gt;
Crime scene photos showing supernatural sigil&lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&#039;&#039;Detective Tricia Larabie&#039;&#039; - lead local investigator on Hallstead murders, white female, age 35-45 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mrs. Baker&#039;&#039; - Mrs. Hallstead&#039;s mother and current guardian of the Hallstead children&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Karee Hallstead&#039;&#039; - older Hallstead daughter, 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Elizabeth Hallstead&#039;&#039; - younger Hallstead daughter, 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dr. Kevin Brice&#039;&#039; - Ron Hallstead co-worker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dr. Uxbridge&#039;&#039; - Ron Hallstead supervisor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dr. Samantha Rodriguez&#039;&#039; - Ron Hallstead co-worker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Susan Yee&#039;&#039; - Verna Hallstead friend/co-worker&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304428</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304428"/>
		<updated>2016-07-25T03:24:36Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mecha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: Unarmored 7, Undersuit 5, Pilot/CFU 2&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR: 10/20&lt;br /&gt;
*Primary Ranged Attack: Mag Rifle&lt;br /&gt;
*Secondary Ranged Attack: Mag Pistol&lt;br /&gt;
*Primary Melee Attack: Monoblade&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
*Sidearm: Spike Thrower&lt;br /&gt;
** (+3* to hit, 3d8**+2* damage, Range 20(10h)/40(20h), Ammo 15/15&lt;br /&gt;
** * +5 to hit and +4 damage with burst fire&lt;br /&gt;
** ** 2d8 versus moderate armor and 1d8 versus heavy armor, see house rules&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6 (15 hexes)&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**Magenta Mech AC 0, Armor 8, HP 30/30, Speed 4 (10 hexes)&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&amp;amp;p=20269817#post20269817 Key]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Movement  ===&lt;br /&gt;
Mechs have halved movement rates, but I think you&#039;re miscalculating how far that comes out to. &lt;br /&gt;
A shock suit has Speed 4. You multiply that by 10 meters to figure out their normal combat move, which is 40. Compare that to the [I]20[/I] that an un-enmeched* infantry moves. So, we divide your 40 meters in two to get 20 meters. Hexes are two meters. So you can move 10 hexes. 20 if you give up your action, or have the Melee skill to charge and choose to do so. Normal characters move 5 hexes, or 10 if they run or charge.&lt;br /&gt;
So! Shock and Psi suits move up to 10 hexes. Specialist suits move up to 15.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make &#039;&#039;many&#039;&#039; attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted &#039;&#039;separately&#039;&#039;. &#039;&#039;&#039;A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Example:&#039;&#039; Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+&#039;&#039;&#039;4&#039;&#039;&#039; (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Homeward_Bound&amp;diff=304110</id>
		<title>Homeward Bound</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Homeward_Bound&amp;diff=304110"/>
		<updated>2016-07-20T19:49:59Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mechanical Game State */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Homeward Bound=&lt;br /&gt;
This is the wiki frontpage for Iustum&#039;s upcoming Delta Green game.&lt;br /&gt;
&lt;br /&gt;
==Thread Links==&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?778606-Interest-Recruitment-Delta-Green-Quickstart-No-Need-to-Know Recruitment Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/showthread.php?779089-Delta-Green-Homeward-Bound IC Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/showthread.php?779090-Delta-Green-Homeward-Bound OOC Thread] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechanical Game State==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Investigator&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Sanity&lt;br /&gt;
! Willpower&lt;br /&gt;
! Violence Adaptation&lt;br /&gt;
! Helplessness Adaptation&lt;br /&gt;
! Wounds&lt;br /&gt;
! Disorders&lt;br /&gt;
! Bond Expenditure&lt;br /&gt;
|-&lt;br /&gt;
| Abraham Stoker&lt;br /&gt;
| 10&lt;br /&gt;
| 63&lt;br /&gt;
| 13&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mark Wittmeyer &amp;quot;NEURO&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 78&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mustafa Nadir &amp;quot;CYRUS&amp;quot;&lt;br /&gt;
| 7/15&lt;br /&gt;
| 44&lt;br /&gt;
| 11&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Intermittent Explosive Disorder&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Thomas Crocker &amp;quot;WHETSTONE&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 64&lt;br /&gt;
| 14&lt;br /&gt;
| &lt;br /&gt;
|XXX&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| (KIA) Simon Elliott &amp;quot;CAYENNE&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| 48&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dennis Kosumi &amp;quot;BLUEJAY&amp;quot;&lt;br /&gt;
| 12/13&lt;br /&gt;
| 25/40&lt;br /&gt;
| 10&lt;br /&gt;
| XXX&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Paranoia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Wren Davies &amp;quot;SKADI&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 44&lt;br /&gt;
| 11&lt;br /&gt;
| XXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Joseph Sulaweyo &amp;quot;SPIRAL&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 38&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Hypnophobia&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Investigators==&lt;br /&gt;
&lt;br /&gt;
[[Abraham Stoker]], played by Bluenose &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mark Wittmeyer]], played by AB &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mustafa Nadir]], played by NoMessiah &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thomas Crocker]], played by baffle mint &amp;lt;br&amp;gt;&lt;br /&gt;
[[Simon Elliott]], played by G0sp3l (KIA)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dennis Kosumi]], played by Atlictoatl &amp;lt;br&amp;gt;&lt;br /&gt;
[[Wren Davies]], played by Daxian &amp;lt;br&amp;gt;&lt;br /&gt;
[[Joseph Sulaweyo]], played by G0sp3l &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Blank Investigator Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Night at the Opera 1: &#039;&#039;&#039;Home&#039;&#039;&#039;==&lt;br /&gt;
===Operational Objectives===&lt;br /&gt;
1.  Determine whether the homicides of Dr. and Mrs. Hallstead were the result of an unnatural or extraterrestrial incursion. &amp;lt;br&amp;gt;&lt;br /&gt;
2.  If so, seal off the incursion and determine its extent. &amp;lt;br&amp;gt;&lt;br /&gt;
3.  Eliminate any incursion vectors. &amp;lt;br&amp;gt;&lt;br /&gt;
4.  Under no circumstances are individuals who do not possess Delta Green code word clearance to be provided or allowed to possess code word classified material. &amp;lt;br&amp;gt;&lt;br /&gt;
5.  Secure all vector-related technology.&lt;br /&gt;
===Investigative Leads===&lt;br /&gt;
[http://imgur.com/VNIRZfX Dr. Ronald Hallstead Coroner&#039;s Report]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://imgur.com/1Y0MZYL Mrs. Verna Hallstead Coroner&#039;s Report] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://imgur.com/BKfJla4 Hallstead Police Report] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://imgur.com/Uramvgk Larabie Crime Scene Notes]&amp;lt;br&amp;gt;&lt;br /&gt;
===Material to be Removed and Classified===&lt;br /&gt;
Crime scene photos showing supernatural sigil&lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&#039;&#039;Detective Tricia Larabie&#039;&#039; - lead local investigator on Hallstead murders, white female, age 35-45 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mrs. Baker&#039;&#039; - Mrs. Hallstead&#039;s mother and current guardian of the Hallstead children&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Karee Hallstead&#039;&#039; - older Hallstead daughter, 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Elizabeth Hallstead&#039;&#039; - younger Hallstead daughter, 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dr. Kevin Brice&#039;&#039; - Ron Hallstead co-worker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dr. Uxbridge&#039;&#039; - Ron Hallstead supervisor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Dr. Samantha Rodriguez&#039;&#039; - Ron Hallstead co-worker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Susan Yee&#039;&#039; - Verna Hallstead friend/co-worker&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wilderlands_of_Absalom&amp;diff=304055</id>
		<title>The Wilderlands of Absalom</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wilderlands_of_Absalom&amp;diff=304055"/>
		<updated>2016-07-19T02:06:01Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Player Characters and Henchmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:10Zcw4k.jpg]]&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Player Characters and Henchmen==&lt;br /&gt;
*[[Karag Two-Blades]] (Mapper, Forager/Hunter, Sea Captain), L6 Assassin, HP 8/24, AC 7 (magical chainmail) or 8 (custom armor), Init +1, up to 6 cleave attacks, riposte on AC 6&lt;br /&gt;
**[[Hira of the Seven]] (Healer), L5 Antiquarian Witch, HP 16/16, AC 0, Init +0&lt;br /&gt;
***([[Finore the Crow]]), familiar, HP 8/8, AC 1, grants Hira +1 to saves when within 30&#039; of her&lt;br /&gt;
**[[P&#039;zev the Hairless]] (Geographer), L4 Mage, HP 17/17, AC 1, Init +1 &lt;br /&gt;
**[[Hosfai]] (Forager, Hunter), L5 Cerves Brave, HP 13/13, AC 7 (leather + shield +2) or 10 (magical chainmail + magical shield), Init +2&lt;br /&gt;
**[[Ishka]] Bronze-skin, L5 Kobold Sneak, HP 22/22, AC 3, Init +1 (+1 bonus to surprise underground) (+1 bonus to avoid surprise - Alertness), notice secret doors casually 18+&lt;br /&gt;
***[[Tlilith Bronze-skin]], L1 Kobold Warrenguard, HP 2/2, AC 3, Init +0&lt;br /&gt;
***[[Yszal Bronze-skin]], L1 Kobold Warrenguard, HP 2/2, AC 2, Init -1&lt;br /&gt;
***[[Anvan]], L4 Mage, HP 14/14, AC 2, Init +2&lt;br /&gt;
&lt;br /&gt;
*[[WoA_Qutai | Qutai]], L6 Horse Shaman, HP 30/30 AC 5. Spear 9+ for 1d6-1. Init +2.&lt;br /&gt;
**[[WoA_Jochi | Jochi]], L5 Explorer, HP 19/19 AC 6. Sword [+1] 6+ for 1d6+1. Bow [MW] 4+ for 1d6+3 (may fire into melee at -2). Init +1.&lt;br /&gt;
**[[WoA_Volo | Volo]], L2 Caballi Warrior, HP 9/9 AC 6. Greataxe 6+ for 1d10+5. Shortbow 7+ for 1d6+3. Init +2.&lt;br /&gt;
&lt;br /&gt;
*[[WoA_Rabanus | Rabanus the Raffish]] (Diplomat), L6 Mage. HP 14/14, AC 1. Rapier 8+ 1d6+1. Init 0. &lt;br /&gt;
**[[WoA_Jabri_Vin | Jabri the Nightingale]] (Soloist), L3 Bladedancer. HP: 9/9, AC 3. Two-Handed Sword+1 7+ 1d10+2. Init +1. &lt;br /&gt;
**[[WoA_Pantera | Pantera the Pagan]] (Navigator), L5 Explorer. HP 21/21 AC 5. Spear 4+ 1d6+5. Init +2, Surprise +3. &lt;br /&gt;
&lt;br /&gt;
*[[WoA_Xallijk | Xallijk]], (Purser) L5 Nobiran Wonderworker, HP 21/21, AC 0&lt;br /&gt;
**[[WoA_Nathet | Nathet]], L4 Nobiran Wonderworker, HP 12/12, AC 0&lt;br /&gt;
**[[WoA_Mayaz | Mayaz]], L4 Cerves, HP 13/14, AC 4&lt;br /&gt;
***[[WoA_Elbek | Elbek]], L2 Fighter, HP 10/10, AC ?&lt;br /&gt;
&lt;br /&gt;
*[[Sir Harn, the Red Knight of Tisbury]], L6 Fighter, HP 32/32, AC 10 | Flame Tongue 3+, 1d6+7 dmg (add add&#039;l +1 vs regen or avian, +2 vs undead or plant)&lt;br /&gt;
**[[Brother Hanston]], L5 Cleric, HP 21/21, AC 8 | Mace 6+, 1d6+2 dmg&lt;br /&gt;
**[[Anbet the Younger]], L4 Ranger, HP 12/12, AC 4 | Short bow 7+, 1d6+2 dmg&lt;br /&gt;
**[[Jeffed Ka]], L5 Fighter, HP 29/29, AC 10 | Init +1 | Sword 5+, 1d6+5 dmg (add an extra +1 against magic-using creatures)&lt;br /&gt;
***[[Gur]], L2 Fighter, HP 12/12, AC 4 | Init +1 | Composite Bow 8+, 1d6+1 dmg &lt;br /&gt;
***[[Jeder]], L2 Fighter, HP 10/10, AC 5 | Init +2 | Composite Bow 7+, 1d6+1 dmg  &lt;br /&gt;
&lt;br /&gt;
*[[Salazar_Hamish | Salazar Hamish]], L6 Thief, HP 14/14, AC 3, Two Shortswords 2+ for 1d6+3, Init +1&lt;br /&gt;
**[[Lady_Paige | Lady Paige]], L3 Mage, HP 7/7, AC 0&lt;br /&gt;
**[[Basa | Basa]], L4 Cleric, HP 19/19, AC 5, Init +1&lt;br /&gt;
[[Sample Character]]&lt;br /&gt;
*[[Sample Character&#039;s Henchmen]]&lt;br /&gt;
[[Blank Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Lost in the Dark==&lt;br /&gt;
*[[Zaharak The Unburned]], L4 Ruinguard, HP 14/14, AC 8, Init +1, Surprise +1, x2 damage on natural 20, Immune to fear. Warhorse and wardogs.&lt;br /&gt;
**[[Anchorite Sylanna]], L3 Priestess, HP 11/11, AC 0, Init +0&lt;br /&gt;
**[[WoA_Shibu | Shibu the Inu]] (Goblin), L3 Goblin. 14/14, AC 2. ???. Init -1, Surprise 0.&lt;br /&gt;
&lt;br /&gt;
==Marches, Watches, Proficiencies, and Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
Marching Order:&lt;br /&gt;
*Sir Harn / Qutai / Anbet&lt;br /&gt;
*Jochi / P&#039;zev / Pantera&lt;br /&gt;
*Karag / Rabanus / Hanston&lt;br /&gt;
*Xallijk / Nathet / Hira / Mayaz&lt;br /&gt;
*Ishka / Jeffed / Shibu / Hosfai&lt;br /&gt;
*(Horse Archers ) / (Pack Train and Wranglers) / (Horse Archers)&lt;br /&gt;
*- / (Horse Archers) / -&lt;br /&gt;
&lt;br /&gt;
Watch Order&lt;br /&gt;
*1st watch: Rabanus, Hanston, Hira, Jeffed, 1 wrangler, 5 horse archers&lt;br /&gt;
*2nd watch: Sir Harn, Qutai, Anbet, 2 wranglers, 5 horse archers&lt;br /&gt;
*3rd watch: Karag, Jochi, Pantera, 1 wrangler, 5 horse archers&lt;br /&gt;
*4th watch: Xallijk, Nathet, Shibu, P&#039;zev, 2 wranglers, 5 horse archers&lt;br /&gt;
&lt;br /&gt;
[[Party Proficiencies]]&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance Ape]]&lt;br /&gt;
&lt;br /&gt;
=Treasure=&lt;br /&gt;
&lt;br /&gt;
*[[Identification Queue]]&lt;br /&gt;
&lt;br /&gt;
==In Transit==&lt;br /&gt;
From [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20204927#post20204927 Wolf Keep to Junction]&lt;br /&gt;
*675 gp worth of giant scorpion parts&lt;br /&gt;
*Hippogriff parts (2 claws, 20 feathers, 2 eyes, flight feathers)&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford To be IDed==&lt;br /&gt;
*Black dagger (magical)&lt;br /&gt;
*Spider-skin armor (magical)&lt;br /&gt;
*The presumed leader has a gold ring upon his finger, set with the smallest emeralds Karag has ever seen all around the interior of the band. He thinks it likely to be magical.&lt;br /&gt;
*One of the other chain clad men carries a crossbow of exquisite make, with a stock of ebony, a crosspiece of polished bone and strung with the dried sinew from some great beast. This is likely magical as well.&lt;br /&gt;
*A short sword with strange runes etched into the blade, likely magical.&lt;br /&gt;
*There are three sapphires, each the size of a man&#039;s fist, resting on the foot of three of the four slabs. Each stone is likely worth 4000 gold. Oh! They&#039;re magical!&lt;br /&gt;
*A suit of bronzed banded armor, in an archaic style not familiar to the adventurers, stands at the end of the &amp;quot;eastern&amp;quot; leg of the tile inlay. &lt;br /&gt;
*Twin bronze swords are girded around the waist of the man&lt;br /&gt;
*A long lance, tipped with bronze, is strapped to its gauntlet.&lt;br /&gt;
*A misshapen lump of obsidian is resting at the base of one of the slabs.&lt;br /&gt;
*18 arrows in quiver&lt;br /&gt;
*Spider leg rod.&lt;br /&gt;
&lt;br /&gt;
==Hob==&lt;br /&gt;
*1 set of engraved teeth (1 stone per 100 sets), worth 60gp&lt;br /&gt;
*2 sets of engraved teeth (1 stone per 100 sets), each worth 40gp&lt;br /&gt;
*3 silver holy symbols, each worth 60gp&lt;br /&gt;
*7 bottles of fine wine, worth 5gp each (1 stone per 5 bottles)&lt;br /&gt;
*8 glass eyes, lenses, or prisms, each worth 40gp&lt;br /&gt;
*3000 gp&lt;br /&gt;
*4 garnets worth 250 gp each&lt;br /&gt;
*quiver with 18 arrows, fletched with red feathers and suspiciously magical&lt;br /&gt;
*4 brass trinkets (90 gp each)&lt;br /&gt;
*5 bronze trinkets (100 gp each)&lt;br /&gt;
*1 moonstone (50 gp)&lt;br /&gt;
*1 pearl (250 gp)&lt;br /&gt;
*1 turquoise (25 gp)&lt;br /&gt;
*A scroll wrapped tightly in oilcloth -- [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20153458#post20153458 Treasure map]&lt;br /&gt;
*15 gp&lt;br /&gt;
*Worn brass key&lt;br /&gt;
*Symbol of Mekris (75 gp).&lt;br /&gt;
*Three ounces of Crocodile Tears&lt;br /&gt;
*A bundle of four scrolls, written in code.&lt;br /&gt;
*A single pearl, worth 250 gold.&lt;br /&gt;
*five stones worth 10 gold each, four worth twenty-five and a single polished carnelian worth 75 gold.&lt;br /&gt;
*a half-dozen trinkets that would likely total some 250 gold all together.&lt;br /&gt;
*a small figurine of basalt, carved in the shape of an enormously corpulent toad. It is slimy and damp to the touch, and remains curiously wet even after it has been out of the water for some time; attempts to dry it with scraps of cloth simply result in the fabric getting wet without significantly drying the figurine.  &amp;quot;That is a representation of our great god, Tsaggotha! Our shaman could use it to summon a water spirit that would do great things at his bidding!&amp;quot;&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229704#post20229704 Fifteen rolled up scrolls] of the finest vellum, bundled together and covered with spidery writing similar to that engraved upon the entrance to the mummy&#039;s tomb.&lt;br /&gt;
*a large painting done in oils and set into a gilded frame. It is of a woman, clad in green velvet robes, one hand resting upon the head of an enormous grey dog sitting at her feet. It is extremely well done, even though the subject is not known, and the adventurers believe it could fetch some 700 gold if sold in a larger market.&lt;br /&gt;
*A book titled [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20200974#post20200974 Observations on Defensive Magics].&lt;br /&gt;
*A keyring, formerly possessed by Andza An, with four keys on it.&lt;br /&gt;
*24 gp &lt;br /&gt;
*Two unholy symbols of Nachthudhrasa&lt;br /&gt;
&lt;br /&gt;
===Trade Goods===&lt;br /&gt;
*4 barrels of fine spirits or liquor, worth 200 gp each (16 stone each)&lt;br /&gt;
*Eight bolts of colorful silk, each weighing 4 stone and worth 400 gold apiece&lt;br /&gt;
*A chest containing a score of what can only be dragonscales. They are the size and rough shape of a man&#039;s hand and shimmer with a reddish, iridescent hue that shines in the lamp light. It is estimated that each scale is worth around three hundred fifty gold coins. It is unlikely these scales are large enough to be used for magical or practical purposes&lt;br /&gt;
*Three small kegs that contain 90 pounds of raw (unprocessed) &#039;&#039;praum&#039;&#039;: greyish powdered stone that has a slight waxy feel to it. The kegs weigh three stones apiece.&lt;br /&gt;
&lt;br /&gt;
==Wolf Keep==&lt;br /&gt;
&lt;br /&gt;
*[[Party Treasury]]&lt;br /&gt;
&lt;br /&gt;
===Scrolls and Spellbooks===&lt;br /&gt;
*Brass scrollcase from secret room in Keep, containing a scroll with the following spell: &#039;&#039;Hold Monster&#039;&#039;&lt;br /&gt;
*A brass scrollcase containing a single rolled scroll of soft vellum. It is a scroll of arcane magics, written in an archaic dialect of Common. It contains the following spells: &#039;&#039;Sleep&#039;&#039;, &#039;&#039;Read Languages&#039;&#039;, &#039;&#039;Dispel Magic&#039;&#039; and &#039;&#039;Giant Strength&#039;&#039;&lt;br /&gt;
*A curious cylinder of wood, perhaps six inches in diameter and a foot and-a half long. One quarter of the height has writing carved into it; those capable of understanding Faerie note that it is in that tongue, and those of a magical nature further note that the writings are magical. The cylinder weighs one stone. It is a spellbook containing &#039;&#039;Sleep, Cause Fear, and Detect Faerie Lands&#039;&#039;&lt;br /&gt;
*Owlbear spellbook with &#039;&#039;Jump, Shield and Wall of Smoke&#039;&#039;. The pages are swollen with moisture and some of the ink is smeared. There exists a possibility that using the book to study might result in magical mishap, if care is not taken to transcribe the spell properly.&lt;br /&gt;
*An apprentice‘s spellbook that contains &#039;&#039;Detect Magic&#039;&#039;, &#039;&#039;Floating Disc&#039;&#039;, &#039;&#039;Ventriloquism&#039;&#039;, &#039;&#039;Locate Object&#039;&#039;, and &#039;&#039;Mirror Image&#039;&#039;.&lt;br /&gt;
*The scroll contains the spell &#039;&#039;Levitate&#039;&#039;. IC 1220&lt;br /&gt;
*The writing upon the slate is a magical formulae for a spell that seems to be able to turn -- at least temporarily -- a certain number of steel or iron weapons into silver. [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19676675#post19676675 Steel to Silver spell]&lt;br /&gt;
*A [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229704#post20229704 thick tome] bound in two sheets of thin, hard greenish crystal that seems to radiate cold.  The chill emanating from the book is cold enough to burn flesh&lt;br /&gt;
*The shaman carries several thin sheets of metal, bound together by leather and containing writings in what looks to be the Bestial tongue. They contain the spells &#039;&#039;Sleep&#039;&#039; and &#039;&#039;Ventriloquism&#039;&#039;&lt;br /&gt;
*A scroll of some thin, pale leather that contains more writing in Bestial. The scroll has the spells &#039;&#039;Wizard Lock&#039;&#039; and &#039;&#039;Phantasmal Force&#039;&#039;&lt;br /&gt;
*The spellbook of Apaflas Da. It contains the first level spells &#039;&#039;Magic Rope&#039;&#039;, &#039;&#039;Wall of Smoke&#039;&#039;, &#039;&#039;Summon Dervishes&#039;&#039;; the second level spells &#039;&#039;Gust of Wind&#039;&#039;, &#039;&#039;Locate Object&#039;&#039;, &#039;&#039;Stinking Cloud&#039;&#039;, &#039;&#039;Summon Steed&#039;&#039;; third level spells &#039;&#039;Earth&#039;s Teeth&#039;&#039;, &#039;&#039;Summon Winged Steed&#039;&#039;; fourth level spell &#039;&#039;Wall of Sand&#039;&#039;; fifth level spell &#039;&#039;Conjure Elemental&#039;&#039;. It also contains two ritual spells: one binds a familiar, the second binds Lusbecira to the caster&#039;s will for seven days&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*A gem, known among magicians as yedrium. It can be used to hold a charge of magical energy for an extended period of time before discharging it in a controlled manner; the gem glows slightly when containing the energy, dimming and crumbling to dust when discharged&lt;br /&gt;
*Flail +1&lt;br /&gt;
*Battleaxe +1, forged from curious metal&lt;br /&gt;
*Flying Carpet&lt;br /&gt;
*Club +1, a club of bone -- likely the thigh bone from some monstrous animal -- yellowed with age&lt;br /&gt;
*Warhammer +1, +3 vs Dragons, with a head of chromatic steel carved in a dragon&#039;s head&lt;br /&gt;
*Potions of Diminution x2, Polymorph, Animal Control x2, Fire Resistance, Giant Control, Dragon Control, Heroism, Invulnerability, Healing x4, Sweetwater, Giant Control&lt;br /&gt;
&lt;br /&gt;
===Non-magic items===&lt;br /&gt;
*Three written works: &#039;&#039;Dreams of Frost and Rime&#039;&#039; by Drujaal ip Mayt, &#039;&#039;Tempered in the Forge of Krang&#039;&#039; by Mastersmith Tungas, and &#039;&#039;The Mist Creeps&#039;&#039; by Pontificate Ett. It is estimated that the three non-magical tomes could fetch perhaps one hundred gold alcedes each to someone interested in researching obscure topics, or could be added to a mage&#039;s library. IC 1220&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20207922#post20207922 A book on praum], or as the book sometimes calls it, godshit.  &lt;br /&gt;
*Four doses of Firesand (a handful of fine black powder, possessing a pungent odor)&lt;br /&gt;
*Masterwork sword&lt;br /&gt;
*A pair of wicked looking handaxes with hafts of polished ebony and steel heads that shine dully in the sunlight.  The handaxes are masterwork and balanced for throwing, with a +1 bonus to hit and an increased range of 10&#039; (base).  At a guess the twinned hand axes would be worth in the neighborhood of 600 gold if sold as a set.&lt;br /&gt;
*Five ounces of Crocodile Tears&lt;br /&gt;
*Three war-horns: a battered old war-horn, fashioned of bronze, an ogre&#039;s battle horn -- this one made from a yellowed and cracked tusk of some huge beast, bound in copper bands, and a third horn, taken from the third ogre band&lt;br /&gt;
*4,000 sp&lt;br /&gt;
*Three topazes, worth 500 gp each&lt;br /&gt;
&lt;br /&gt;
==The Candle==&lt;br /&gt;
*A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb. &lt;br /&gt;
*Six casks of ale, each weighing 8 stone and likely worth 10 gp apiece. The ale is marked with stamps designating it as a product of Sevus, a small town just within the borders of the Principality.&lt;br /&gt;
*120 bags of dried grains and vegetables, weighing a collective 480 stone and worth about 60 gp.&lt;br /&gt;
*300 bricks of salt, weighing 160 stone and worth about 200 gp.&lt;br /&gt;
*30 barrels more of ale, weighing 240 stone and worth another 300 gp.&lt;br /&gt;
*30 jars of lamp oil, weighing 180 stone and worth 600 gold.&lt;br /&gt;
*10 barrels of wine, weighing 160 stone and worth 2000 gp.&lt;br /&gt;
&lt;br /&gt;
==Junction Warehouse==&lt;br /&gt;
*Storage Capacity: 10,000/10,000&lt;br /&gt;
*The statue worth 4,000 gp.&lt;br /&gt;
*The five jars of spices worth 4,000 gp.&lt;br /&gt;
*Two boxes of uncut gemstones, each worth 3,000 gp.&lt;br /&gt;
*Box of peppery spices worth 800 gp.&lt;br /&gt;
*2 bags of loose tea, worth 75 gp each (5 stone each)&lt;br /&gt;
*1 crate of glassware, worth 200 gp each (5 stone each)&lt;br /&gt;
*40 bundles of hides, weighing 120 stone and worth 600 gold.&lt;br /&gt;
*2 crates of pottery, weighing 10 stone and worth 200 gp.&lt;br /&gt;
*2800 ingots of iron (1400 stone total, 2800 gp total)&lt;br /&gt;
*A box of random and colorful gemstones, weighing one stone and likely worth 1,000 gold&lt;br /&gt;
*Two jars containing small, blackish seeds with an intensely peppery aroma. These are likely worth 800 gold each if sold on the open market&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford==&lt;br /&gt;
*Ring of Command Animals x2 (to be sold)&lt;br /&gt;
*Bag of Holding (to be sold)&lt;br /&gt;
&lt;br /&gt;
=XP Awards=&lt;br /&gt;
*[[First Venture XP awards 3/1-3/27]]&lt;br /&gt;
*[[A bunch more XP awards, to 6.25]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20034851#post20034851 Mummies] (OOC III 361)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20046461#post20046461 Giant Scorpions] (OOC III 466)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20060095#post20060095 Capturing Oliphant] (OOC III 529)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20065150#post20065150 Coin from Venture V] (OOC III 561)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread&amp;amp;p=20081069#post20081069 Last of the Ogres from the Candle] (Logistics 215)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20082934#post20082934 Coin from Venture VI] (OOC III 746)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20160007#post20160007 Bandit fight in Pevin &amp;amp; Ruined Keep I] (OOC III 1366)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20166412#post20166412 Ruined Keep II] (OOC III 1404)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20174347#post20174347 Ruined Keep III] (OOC III 1471)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20195248#post20195248 Hippogriff + Pevin blacksmith stash] (OOC III 1621)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20198190#post20198190 Sale of trade goods] (OOC III 1665)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20200640#post20200640 Sale of more trade goods] (OOC III 1692)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229370#post20229370 Batrachians] (OOC III 1868)&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20230051#post20230051 Necromantic scrolls] (OOC III 1881)&lt;br /&gt;
&lt;br /&gt;
= Group Finances and Resources =&lt;br /&gt;
&lt;br /&gt;
==Sully&#039;s spreadsheet==&lt;br /&gt;
*Google Sheets doc can be found [https://docs.google.com/spreadsheets/d/13Sv6dKFgCy_lMabLHx-IEWdQmJxqGtX82a-fVFcmMac/edit?usp=sharing here].&lt;br /&gt;
==Party Funds and Expenses==&lt;br /&gt;
*[[Initial Contributions]]&lt;br /&gt;
**[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19951810#post19951810 Wolf Keep Supply Costs]&lt;br /&gt;
===Monthly Expenses===&lt;br /&gt;
&lt;br /&gt;
[[Seventhmonth, Fifthyear, Sixteenth Cycle]]&lt;br /&gt;
&lt;br /&gt;
====Eightmonth Costs====&lt;br /&gt;
*Starting balance: 73,039 gp&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: -6987&lt;br /&gt;
*Hirelings: -4,444&lt;br /&gt;
*Supplies: -1896&lt;br /&gt;
*Settler Seed Money: -250&lt;br /&gt;
*Lifestyle Costs: -7,475&lt;br /&gt;
*Remaining material for Wolf Keep: -2500 gp&lt;br /&gt;
*Sage researching Candle: -500&lt;br /&gt;
*Sage researching the Ring of Second Chances: -500&lt;br /&gt;
*Two Restore Life and Limb: -1000&lt;br /&gt;
*Sale of trade goods: +9,752&lt;br /&gt;
*More Cash: +10,868&lt;br /&gt;
*Sage researches the Chelles family: -250&lt;br /&gt;
*Mercenary hire: -1575 (IC 985)&lt;br /&gt;
*Reaping in Hob: -5000&lt;br /&gt;
*Six units of stone (8.20): -750 gp&lt;br /&gt;
*Twelve units of lumber (8.20): -1500&lt;br /&gt;
*Eight trees of workers (8.20): -960&lt;br /&gt;
*Three units of stone (8.21): -375 gp&lt;br /&gt;
*Engineer: -250 gp&lt;br /&gt;
*Hippogriff trainer: -200 gp&lt;br /&gt;
&lt;br /&gt;
==NPCs and Animals==&lt;br /&gt;
*[[Absalom Hirelings]]&lt;br /&gt;
**Monthly Cost: 4444 as of 8.1&lt;br /&gt;
*[[Animals and Beasts of Burden]]&lt;br /&gt;
*[[Mercenaries]]&lt;br /&gt;
**Monthly Cost: 6,987/month as of 8.1&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
*[[River Boats]]&lt;br /&gt;
**[[Boat Repair Schedule]]&lt;br /&gt;
*[[Economic Resources]]&lt;br /&gt;
*[[Supply Train]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
*[[Situational Maps]]&lt;br /&gt;
*[[Player&#039;s Map -- For Real]]&lt;br /&gt;
*[[Hex 26.25]] -- Grudtown&lt;br /&gt;
*[[Hex 23.16]]&lt;br /&gt;
*[[Hex 12.39]]&lt;br /&gt;
*[[Hex 13.39]] -- Wolf Keep&lt;br /&gt;
*[[Hex 13.38]] -- Modnar&#039;s Folly&lt;br /&gt;
**[[Modnar&#039;s Cellar]]&lt;br /&gt;
*[[Hex 13.40]] -- Goblintown&lt;br /&gt;
**[[Wolf Plateau Approach]]&lt;br /&gt;
**[[Wolf Plateau]]&lt;br /&gt;
*[[Hex 14.40]] &lt;br /&gt;
*[[Hex 18.35]] -- The Candle&lt;br /&gt;
*[[Hex 18.34]]&lt;br /&gt;
*[[Hex 18.36]]&lt;br /&gt;
*[[Hex 19.34]]&lt;br /&gt;
*[[Hex 19.35]]&lt;br /&gt;
*[[Keep de Chelles]]&lt;br /&gt;
*[[Treasure Maps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mapper&#039;s Journal==&lt;br /&gt;
*26.25 Grudtown (bugbear village) and odd statue temple&lt;br /&gt;
*25.25 Dryad Grove; Owlbears (lair?); marsh&lt;br /&gt;
*25.24 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19627095#post19627095 Wolfsbane patch]&lt;br /&gt;
*24.27 Bloodroot patch&lt;br /&gt;
*23.27 Harpy den (still active)&lt;br /&gt;
*21.28 herd of deer-like creatures&lt;br /&gt;
*20.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20192127#post20192127 NE corner of Chelles County, ancient crumbling stone fort]&lt;br /&gt;
*19.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19685455#post19685455 cerves rumor] of a cyclops lair&lt;br /&gt;
*19.30 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19434975#post19434975 abandoned Keep] near [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19431576#post19431576 village of Pevin]&lt;br /&gt;
*19.29 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19422824#post19422824 village of Hob]&lt;br /&gt;
*18.35 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19473826#post19473826 ogre village] &lt;br /&gt;
*18.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19471116#post19471116 overgrown canal]&lt;br /&gt;
*18.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20195650#post20195650 Land value of 7]&lt;br /&gt;
*17.35 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229505#post20229505 Land value of 8]&lt;br /&gt;
*17.34 [http://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19659115#post19659115 Barrow]&lt;br /&gt;
*17.32 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19471116#post19471116 four score wild horses]&lt;br /&gt;
*17.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19458254#post19458254 stand of black oaks and pines]&lt;br /&gt;
*16.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19686546#post19686546 cerves rumor] of a barrow, walking dead, and place of bad magic in hills south of the barrow&lt;br /&gt;
*15.34 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19477278#post19477278 red poppy Field of Dreams]&lt;br /&gt;
*14.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19689552#post19689552 Giant Eagle lair]&lt;br /&gt;
*14.39 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20229505#post20229505 Manticores] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20217208#post20217208 Giant bees]&lt;br /&gt;
*14.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19481214#post19481214 stirges]&lt;br /&gt;
*13.40 plateau fires and Goblin City fires, defeated chimera&lt;br /&gt;
*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19483966#post19483966 River Island Keep] - Wolf Keep&lt;br /&gt;
*13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19678945#post19678945 sustainably harvestable wood]&lt;br /&gt;
*12.39 Hippogriff lair, stone huts, mountain lions, Well&lt;br /&gt;
*65.51 (18-mile hex map) [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19806998#post19806998 Caballi horse-people village]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
After a century the forces of Chaos have begun to subside and weaken and the Realm of Man has begun to expand again, to retake territory lost in the past hundred years and even expand past its original borders. The Five Princes of the Inner Kingdoms have called for all able-bodied adventurers to venture into the outlands, to drive the barbarians and humanoids and abominations out and establish new domains for Law and Order. The adventurers have a charter from the Scarlet Prince, granting them ten year monopolies on any trade routes opened with friendly territories and the ability to draw upon the population of the Inner Principalities for labor, for skilled craftfolk, for soldiers and for settlers. Of course, the adventurers could also do it on their own and attempt to establish their own domains without owing fealty to anyone. They also have a map, a century out of date and likely inaccurate; the incursion of Chaos has warped the landscape in strange ways in addition to the more mundane monsters wreaking havoc on the towns and villages beyond the River Sarn.&lt;br /&gt;
&lt;br /&gt;
The seasons are like Philly, approximately three months long each, but the winters are much colder. There may very well be a supernatural reason for this -- perhaps even connected with the presence of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Lore and History==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19753848#post19753848 The Crocodile Kings]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19757714#post19757714 The Fall of Zizdul]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20068056#post20068056 She Who Hunts the Weak]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20219981#post20219981 Zamekkamen and the Faerie Realm]&lt;br /&gt;
&lt;br /&gt;
==Junction, Class IV==&lt;br /&gt;
On border of Scarlet Principality. &lt;br /&gt;
&lt;br /&gt;
====Exports &amp;amp; Imports====&lt;br /&gt;
According to Mr. Hand:&lt;br /&gt;
*The main exports of Junction are meat, fur, cloth, timber and cloth and textiles refined from the bark of the whiteflower tree.&lt;br /&gt;
*The primary trade goods that go downriver is timber from the rare Empress Blood tree. It is a dense, oily, fine grained hardwood that is heavy enough to be used as ballast for the outgoing trip.&lt;br /&gt;
*In past years most of the traffic upriver has brought luxury goods and exotic wares for the nobility in Rhea&#039;s Ford and few staples.&lt;br /&gt;
*Junction is, as mentioned earlier, somewhat lacking in metals both common and rare. A fair amount of their supply comes from further east within the Scarlet Principality. Also, tradesmen have found that Empress Blood is hard enough to be used as bearings, gears and other parts traditionally made from metal -- and has the added benefit of being somewhat self-lubricating from the natural oils -- so the metal shortage is not as much of a hardship as may be expected.&lt;br /&gt;
*Junction has a high demand for metals (common and precious), glassware and armor and weapons (from the existing categories) as well as building supplies (wood and stone) due to the construction currently underway. It&#039;s essentially a frontier boomtown.&lt;br /&gt;
*It has a low demand for meats, furs, animals, cloth, wine and spirits, ale and pottery.&lt;br /&gt;
&lt;br /&gt;
==Rhea&#039;s Ford, Class II==&lt;br /&gt;
Some distance east from Junction&lt;br /&gt;
&lt;br /&gt;
*Mr. Hand hasn&#039;t spent enough time in Rhea&#039;s Ford to suss out the demand modifiers there, but you can hazard a guess that it will be fairly in line for what a relatively wealthy large city would want: silks, spices, coffee and tea, textiles, animals, etc.&lt;br /&gt;
&lt;br /&gt;
==County of Chelles==&lt;br /&gt;
Comprised of four 6-mile hexes and two urban centers (Hob, population 125 families and Pevin, population 50 families), Chelles has an overall population of 1,175 families. It is technically a wilderness domain, but for some as yet unknown reason is actually classified as being civilized. Therefore it has an overall garrison cost of 2,350 per month. You will need to garrison some number of troops here that equal or exceed this value in order to occupy it and keep the peace. Then we&#039;ll just give it time and see what transpires as p. 64 of D@W (opposing morale checks, essentially).&lt;br /&gt;
&lt;br /&gt;
The domain seems to consist of four hexes on the adventurers&#039; map: 19.29, 19.30, 18.30 and 20.30.&lt;br /&gt;
&lt;br /&gt;
Growing Hob and Pevin: The Core book (p. 133) details the methods of increasing the size of an urban population. You will not see any growth, at least for the time being, from immigration, due to the restricted trade routes and the fact that not many folks *know* about the region yet. So, I will allow you guys to attempt to attract families as per settlers, but instead of spending 1000 gp on 1d10 families you&#039;ll only need to spend 500 gp on 1d10 families*. In addition to some financial inducement, part of this money will go towards establishing the urban settlers -- purchasing them a small house to live in as incentive for moving down, for instance. I&#039;m going to say the following:&lt;br /&gt;
&lt;br /&gt;
Hob currently has an urban population of 125 families and an urban infrastructure value of 10,000 gp, so it can accommodate a total population of 249 families. Once it reaches 250 families (this will require infrastructure investment) it will become a Class V market.&lt;br /&gt;
&lt;br /&gt;
*Note that you can spend multiples of this (i.e. 1000 gp to try and attract 2d10 families to Hob)&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20219981#post20219981 Information] on the Chelles family and the Hob Standing Stone.&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20205370#post20205370 Festivals in Hob]&lt;br /&gt;
&lt;br /&gt;
==Hob, Class VI==&lt;br /&gt;
Hob is currently a Class VI (actually, right on the cusp of becoming a Class V market) market of 125 families. It was once a medium sized Class V market (treated as Class IV because of its location on a trade route) with over twice the number of residents. So, quite literally, half the buildings in town are standing vacant.&lt;br /&gt;
&lt;br /&gt;
The Mayor is Cynlas and his counselors are two women and a man, all over sixty, at least: Adelacar, Sephephie and Loccyn.&lt;br /&gt;
&lt;br /&gt;
Hob was once the foremost urban center of a County, several Cycles ago. There was a great trade road that ran east to west, across a bridge that once spanned the Sarn in Hob. &lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20116249#post20116249 Local chatter:]&lt;br /&gt;
*The residents of Hob seem, by and large, to live a relatively bucolic existence. The fields are fertile and the fish run deep; there is little want for food and, apparently, little danger from outside threats.&lt;br /&gt;
*Some say that an immense standing stone, some mile or two east of town, dating back to time immemorial is the reason that they have been little troubled by roaming beasts and monsters, even during the rather chaotic times of the last Cycle. Legend has it that there is a god buried there, dreaming, and that its dreams keep the monsters at bay. Others claim that it is an entrance to Faerie, that a door opens at its base on certain nights that leads to a dwarfen lodge in an alien mountain range.&lt;br /&gt;
*Even though they are part of the same domain the residents of Hob don&#039;t have much to do -- or much nice to say -- about their neighbors in Pevin.&lt;br /&gt;
*The townsfolk are split over what seems to be imminent increased prosperity. Many welcome it and the outside world while others claim they don&#039;t need outsiders, their newfangled ideas, foreign money or strange customs.&lt;br /&gt;
&lt;br /&gt;
===Assets in Hob===&lt;br /&gt;
*Rinath the Red-bearded, factor.&lt;br /&gt;
*Two story adobe building (hex 24.10).  Cost 500 gp, needs another 250 gp labor and 250 in materials.&lt;br /&gt;
**1000 sq. ft, two story dwelling.&lt;br /&gt;
*Wooden single story with sidelot (hex 19.15 and 19.16).  Costs 275 gp, needs 25 gp in labor and 25 gp in materials.&lt;br /&gt;
**1200 sq. ft. warehouse-style space.&lt;br /&gt;
*Brick building (hex 19.09).  Costs 250 gp, needs 50 gp in labor and 50 gp in materials.&lt;br /&gt;
**1200 sq. ft. warehouse/factory style space.&lt;br /&gt;
**Being turned into a temple for Basa.&lt;br /&gt;
*Starting funds of 5000 gp&lt;br /&gt;
**-1,205 in real estate.&lt;br /&gt;
**-32 gp in 8thmonth for workers (being paid double wages) &lt;br /&gt;
&lt;br /&gt;
[[Map of Hob]]&lt;br /&gt;
&lt;br /&gt;
==Pevin, Class VI==&lt;br /&gt;
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19431576#post19431576 Pevin] is smaller than Hob, consisting of a score of sod or stone houses with thatched roofs clustered around a small square. The decaying and collapsed remains of two dozen more dwellings form an outer ring around the village proper. To the west, a quarter mile off, several bells shaped chimneys rise up, only one of which is currently smoking. Those familiar with metallurgy recognize them as crude smelters used to refine iron ore. &lt;br /&gt;
&lt;br /&gt;
The road continues through Pevin, leading south to a large stone structure a half-mile further down the road. Another track bends east, away from the river, leading off into the distance. The Keep itself is squat and square, with low stone walls, a tower at each corner and a taller structure rising from within the walls. Even at this distance it is possible to see that the walls are not in good repair; the tower on the northeastern corner has partially collapsed, along with much of the eastern wall.&lt;br /&gt;
&lt;br /&gt;
No one seems to own the iron mines outside of Pevin.  There was a lordling who ruled there, but I think no one has claimed that land for years. The mines are communal, probably, owned and worked by the local peasants. And it is not unusual that it was abandoned. At the start of this Cycle the north was much safer than the south; there are several colonies of the Princedom there, as well. You have to understand how much the times of Chaos hurt trade and travel; we are just on the process if expansion again, ten years on.  The Principality is short on metals -- iron especially, although the mines up north are helping -- and Pevin has both the mines and the smelters.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20091426#post20091426 Learned later]: Pevin and Hob were once the foremost urban centers of a County, several Cycles ago. There was a great trade road that ran east to west, across a bridge that once spanned the Sarn in Hob. The mines of Pevin were renowned throughout the area for both the output and quality of the ore, and its iron was shipped to the great cities of the east and west. But Tamen collapsed, some say to plague, others to civil war, and the road to Kesig was cut off by bandits, ogres and worse. The Count and his family died in a fire in their Keep, according to legend, and their ghosts still roam the decaying halls.&lt;br /&gt;
&lt;br /&gt;
For years the mines sat idle, the smelters cold. There was some digging, mostly to produce ore for the smithies in Hob and Pevin, but for all intents and purposes the folk in the area turned farmers and herders. Most of the mining that was done was not for iron but for a mineral, called praum by the locals, that could sometimes be found alongside the iron veins. About two years prior the mining camp began to swell -- some folks from Pevin moving back out, some coming from Hob to seek their fortunes and others from the surrounding countryside. The smelters were fired up again, so ore is obviously being produced. It was around this tie that roving bands of rough men and women, bandits by the look, began to frequent Pevin more and more, traveling along the ancient trade roads. Some of the townsfolk suspect that they are moving the ore to new markets.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20095570#post20095570 Learned still later]: During her time ministering the wounded Hira gleans some information about the basic power structure of Pevin. It, like Hob, is overseen by a Council of Elders, composed of five souls: Wilgrim Waverly is the chief councilor, a man in his mid-forties, tall and broad in stature. Wilgrim is a shepherd and farmer with a freehold just outside of Pevin and seems to be well-like and respected by all. He has a large brood; ten children in all. Andza and Carbeo An are sister and brother, both in their sixties. Carbeo is rumored to be addicted to Black Lotus, a drug not known to grow locally. This dependence is the reason his house has fallen into neglect and disrepair over the past few years. Andza is three or four years his elder and is said to be as sharp as a tack. She is also the sole -- as far as anyone can tell -- owner of the mines and has grown relatively rich running a dry goods store within the mining camp. There is a blacksmith named Betda Romes on the Council; her forge is located on the outskirts of Pevin. There are whispers that she is a witch, consorting with black powers that visit her at night. The final member of the Council is a priest named Cansa Wen, a half-senile doddering fool who maintains the village&#039;s lone shrine, devoted to some local god named Mekris.&lt;br /&gt;
&lt;br /&gt;
Karag spends a second week skulking about and peering into shadowy corners. He hears and sees several interesting tidbits. Once, while lurking by an open window in Pevin&#039;s lone tavern, hears a whispered conversation about a man named Willen d&#039;Azure, promised wealth, the sale of iron ore and hints of weapons and war. Another time he espies a quartet of men ride into town from the southwest. They are clad in blacks and browns, of dapper and distinguished cut, and all wear boots soled in red leather. The riders spend about three hours or so in the miners&#039; camp before riding back to the southwest. Their horses ride somewhat slower, it seems, on the way out. Finally, while mosyeing around the camps he comes upon a circle in the grass, beaten down as if by many feet, some thirty feet in diameter. In the center of the circle he finds the remains of a fire; the charred sticks that are left are arranged in an arcane fashion that leaves his eyes watering and crossed if he examines it too closely. He also notes the smell of cinnamon in the air, ever so faintly.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20116249#post20116249 Rumor:] Some evil being -- a changeling or skinwalker -- roams the hills around Pevin, devouring the souls of those unfortunate enough to get in its way.&lt;br /&gt;
&lt;br /&gt;
Imprisoned in the Pevin mine is a minor god called Nachthudhrasa, a small, local arachnid deity which was recognized to manifest in the grasslands and hills miles south of Rhea&#039;s Ford. The legends say that Nachthudhrasa is confined underground, bound by chains of silver and the influence of some sort of font of Law, and has been imprisoned so for the past six or seven Cycles.&lt;br /&gt;
&lt;br /&gt;
==The Candle==&lt;br /&gt;
A great mound of earth, covered by grass. Legend says it&#039;s a burial mound, left over from the Old Folk. A stone pillar sticking out of the ground, some one hundred feet high. It&#039;s visible for some distance. Thing&#039;s some kind of natural formation, about three, four hundred feet in diameter. Looks like a big fat candle stuck in the ground. Anyways, there&#039;s some caves and tunnels in there, mostly natural, I think, but worked over the years. The ogres lair in there. You&#039;re going to want to be careful of the approach, though, since the ogre chief is smart enough to put watchers up on top of the Candle.  There is a water source within the Candle.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20138690#post20138690 It has a long and storied history] and is believed to have been first carved out of the earth by the mecistop, the crocodile folk, although it is far to the north of their traditional range. Historians believe it to have been a location of some ritual significance; later, human sources mention that a portal to Faerie can be found within its corridors. Whether or not this is the reason the mecistop established the outpost is unknown. In more recent history the Candle was used as a fortress by the various human empires and kingdoms that have sprung up on the plains, the last known one being the Ferann Kingdom some four Cycles ago. The Candle was also the home of one Waruvell the Wise, a wizard of some repute during the Third Cycle. There are tales of the top floor containing some sort of mechanism that controls various functions through the rest of the butte.&lt;br /&gt;
&lt;br /&gt;
*[[Elevation sketch of the Candle]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20073587#post20073587 Post detailing layout of the Candle]&lt;br /&gt;
&lt;br /&gt;
==Rivers Bel and Sarn==&lt;br /&gt;
The rivers Bel and Sarn are both relatively wide, shallow and flat, and the majority of the boats plying their waters are one or two masted and fairly flat bottomed, the equivalent of a small sailing ship. They rely on the current to go downstream and on the return trip use a combination of sails and oars. The body of water shown at the south of the map is a large inland lake -- almost a freshwater sea, really -- similar to one of the Great Lakes. Before Chaos descended upon the land there were numerous civilizations ringing the lake, of which the Six Principalities were but one, but know little is known of how many survived. &lt;br /&gt;
&lt;br /&gt;
==Kesig and Tamen==&lt;br /&gt;
In the day there were two towns that primarily traded with Hob. Kesig to the east and Tamen to the west.  All I know is there is an ancient road leading west across the river from Hob, and Tamen is supposed to be several day&#039;s ride to the west. Kesig I am a little more sure of. I don&#039;t think there&#039;s actually a road -- there may have been, once -- but I think it is about . . . here.&amp;quot; He points to the area labelled 77.56 on their original map. Harn suddenly remembers why Kesig sounds so familiar; it is where his retainer Jeffed Ka is from. He recalls that Jeffed had been attempting to lead a caravan from Kesig to Hob but were waylaid by the ogres that dwell in the Candle.&lt;br /&gt;
&lt;br /&gt;
Jeffed proceeds to wax lyrical about the rolling verdant fields of his homeland and the quality of the maidens that dwell there. Kesig is a domain of some 8,000 families, nestled between a range of mountains to the south and hills to the north, east and west. &amp;quot;These same hills as surround Wolf Keep, I&#039;d wager,&amp;quot; he says &amp;quot;although it is far to the east of here. There are mines in the mountains to the south where we dig for iron and gold and gemstones. There are some deposits of harbenite in the surrounding hills that the Ancients had dug; we still mine there from time to time, although such mines are almost always guarded by the walking dead, for some reason. Perhaps the ore calls to them, across the spirit world. We make several fine wines and a fabric woven from a local plant that is as soft as silk but capable of being layered more thickly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Eros==&lt;br /&gt;
Eros is a small village known chiefly as a training center for bladedancers. The hills south of Eros are extremely dangerous for travel due to the large presence of monsters and their ilk in the area.&lt;br /&gt;
&lt;br /&gt;
==Jacaar and Phiesen==&lt;br /&gt;
Both were border towns of the Timshan Empire that flourished to the south during the Twelfth and Thirteenth Cycles (approximately 400-500 years ago). It is possible that Wolf Keep itself is a relic of this period of time -- although more likely it dates back to only the Fourteenth Cycle -- but Zizdul certainly was an important city during this time. During this time a series of roads and highways were built, many of which till survive to this day, and trade goods were brought from the far reaches of the Empire to Zizdul in the south. Jacaar is to the east of Wolf Keep, supposedly, and in its day was known for producing an alchemical substance known as zelenek, a curious greenish sand used in casting metal items of great value or magical in nature. Phieisen was to the west of Wolf Keep, about twice the distance as Jacaar, and known for its silver mines.&lt;br /&gt;
&lt;br /&gt;
==Zarich==&lt;br /&gt;
Zarich was the nearest city to Hob and was fabled to sit up against the mountains somewhere to the southeast. Zarich fell before the Seven Princedoms had been founded.  (Players&#039; Map - Initial 73.54)&lt;br /&gt;
&lt;br /&gt;
==The Silver Sea==&lt;br /&gt;
Until recently there was regular, if not frequent, travel down the Sarn to a city called Orahorah, the closest friendly port on the Silver Sea. In the past such trips were undertaken by groups of a half dozen ships or so, to maximize profit and safety.  Orahorah is the closest port on the Silver Sea, important because of the fragility of our craft but far from ideal because of the restrictions of trade. The city is ruled by a monopolistic merchant&#039;s guild; rather than allow us to trade directly, or even transfer our goods to another ship, we are forced to sell our goods to middlemen, who then sell them elsewhere.&lt;br /&gt;
&lt;br /&gt;
That&#039;s Orahorah (Seneschal&#039;s Map 56.55). You&#039;ve got to understand that the Silver Sea is vast. It&#039;s supposedly an inland sea -- or, at least it was, three Cycles ago -- and the river boats we use are too small and fragile to navigate any distance from shore. Before Zizdul fell our merchants would transfer goods into larger boats and sail wherever they wanted; to Twelve Towers -- the magocracy -- Orm and Ord --the Twins -- the Gloaming, Talltree and other lands even more exotic. Now, though, we&#039;ve got a further journey. Upon entering the Sea we bear east, hugging the shore, until we reach the Broken Straits and the Silent City of Orahorah. None of our merchants operate out of there -- they can&#039;t, it&#039;s a strict Guild system, no outsiders allowed -- so we sell our goods their and bring back what we can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Zizdul==&lt;br /&gt;
Rabanus observes what was once a great city, as large as Rhea&#039;s Ford, if not larger. It is centered on three hills that slope down the to shores of the bay, terraced in buildings of sandstone and adobe. Each hill is topped with enormous edifices -- one is clearly a temple, the other, the closest to the water, a keep, and the third looks to be a palatial mansion of some sort. For the most part the buildings are several stories tall, with some reaching sixty or eighty feet into the air. Rabanus also counts a half-dozen towers reaching to the sky, some three hundred feet in height.&lt;br /&gt;
&lt;br /&gt;
The main of the city is surrounded by a wall some forty feet tall, punctuated by sixty foot towers every hundred yards or so. Overall the buildings appear to suffer from disrepair and neglect; in some areas entire city blocks have been razed to the ground. Zizdul possesses a mile or more of waterfront, most of which is lined by decaying docks and half-submerged boats slipping under the surface of the water. There do not appear to be any ships capable of sailing. Numerous columns of smoke rise from the various buildings and vacant lots, but what he makes especial note of are the sheer numbers of humanoids that can be seen. Crowds of them fill the street, of a bewildering array of races, sizes and appearance. He sees goblins, orcs and ogres, bugbears and gnolls and even, sprawled around an enormous campfire in the center of a cleared city block, a family of five brutish looking giants, easily twice the height of an ogre. There are crews of kobolds working on the city walls, overseen by stern looking hobgoblins with whips, markets teeming with these races plus others less identifiable. If the mage were to guess he would say there were at least a thousand inhabitants of the city, and most likely more.  [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19783282#post19783282 IC 1615]&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Faery (elves, pixies, dryads, etc.) &#039;&#039;Rabanus (+2 CHA), Jabri (+2 Cha), Hira&#039;&#039;&lt;br /&gt;
*Undertongue (dwarves, gnomes, kobolds) &#039;&#039;Xallijk, Ishka, Tlilith, Ysval&#039;&#039;&lt;br /&gt;
*Bestial (ogre, orc, gnoll) &#039;&#039;Harn&#039;&#039;, &#039;&#039;Lady Paige&#039;&#039;&lt;br /&gt;
*Goblin (goblin, hobgoblin, bugbear) &#039;&#039;Harn, Pantera (+1 Cha), Tlilith&#039;&#039;&lt;br /&gt;
*Grog (common language of most primitive races) &#039;&#039;Hanston&#039;&#039;&lt;br /&gt;
*Swampspeak (frogling, lizardman, troglodyte, etc.) &#039;&#039;Karag&#039;&#039;&lt;br /&gt;
*Giant &#039;&#039;Qutai&#039;&#039;, &#039;&#039;Salazar (+1 CHA)&#039;&#039;&lt;br /&gt;
*Draconic &#039;&#039;Xallijk, P&#039;zev, Jabri (+2 Cha)&#039;&#039;&lt;br /&gt;
*Law (must be selected through Proficiency)&lt;br /&gt;
*Chaos (must be selected through Proficiency)&lt;br /&gt;
&lt;br /&gt;
==The Domain==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19773465#post19773465 Domain Building Notes I]&lt;br /&gt;
&lt;br /&gt;
===Wolf Keep===&lt;br /&gt;
The land is probably not that great for farming, at least not much past a narrow band on either side of the river. It is, however, ideal land to raise goats, sheep or even cows (again, think west Texas terrain). Fish and fowl are plentiful in the river -- or will be again, now that the trolls are gone. There is the copper mine with potential for more mines -- a comprehensive survey will determine how many -- and the possibility of quarrying sandstone. The land revenue for this hex is 7.&lt;br /&gt;
&lt;br /&gt;
What makes it really valuable, however, is the location of the Keep for controlling (and taxing, potentially) river traffic.&lt;br /&gt;
&lt;br /&gt;
*[[Map of Wolf Keep Island]]&lt;br /&gt;
*[[Wolf Keep proper]]&lt;br /&gt;
*[[Wolf Keep Construction Schedule]]&lt;br /&gt;
*[[Wolf Keep Features]]&lt;br /&gt;
*[[The Library at Wolf Keep]]&lt;br /&gt;
*[[Nathet&#039;s Lab]]&lt;br /&gt;
*[[Wolf Keep Hex Settlers]]&lt;br /&gt;
*[[Residents of Wolf Keep and Logistics]]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19689912#post19689912 Wolf Keep Logistics infodump post]&lt;br /&gt;
*[https://docs.google.com/drawings/d/13oMBcEKBt5A26-dCX6XvNg7K0td6FdXRjmIQ52Nvbww/edit Wolf Keep first floor map]&lt;br /&gt;
*[[Wolf Keep Surroundings]]&lt;br /&gt;
&lt;br /&gt;
===The Candle===&lt;br /&gt;
&lt;br /&gt;
The Candle is a pillar of stone rising some two hundred feet above the grasslands.  It apparently dates back Cycles, to the reign of the Crocodile Kings, but has been used by a variety of races and cultures over the years.&lt;br /&gt;
&lt;br /&gt;
The relevant posts detailing its layout are [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20073587#post20073587 here, with the lower levels] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20074467#post20074467 here for the upper levels].  As per the second link it will cost 20,000 gp (half in labor, half in materials) to totally repair it, after which point it will have a base cost of 120,000 gp.  As of now it has a value of 60,000 gp.&lt;br /&gt;
&lt;br /&gt;
*[[Candle Repair Schedule and Workers]]&lt;br /&gt;
*[[Candle Maps]]&lt;br /&gt;
*[[Candle Residents]]&lt;br /&gt;
*[[Candle hexes controlled]]&lt;br /&gt;
*[[Candle Mercenary Forces]]&lt;br /&gt;
*[[Candle Supplies]]&lt;br /&gt;
&lt;br /&gt;
===Hob===&lt;br /&gt;
*[[Construction Projects in Hob]]&lt;br /&gt;
*[[Hirelings in Hob]]&lt;br /&gt;
*[[Hob Warehouse]]&lt;br /&gt;
&lt;br /&gt;
=Houserules=&lt;br /&gt;
&lt;br /&gt;
*[[Trade Goods]]&lt;br /&gt;
*[[Hexcrawling]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Custom Items]]&lt;br /&gt;
*[[Alchemy]]&lt;br /&gt;
*[[Miscellany]]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19933480#post19933480 XP awards]&lt;br /&gt;
*[[Ranger - custom class]]&lt;br /&gt;
*[[Goblin Warrior - custom class]]&lt;br /&gt;
*[[Cerves Brave - custom class]]&lt;br /&gt;
*[[Kobold Sneak - custom class]]&lt;br /&gt;
*[[Caballi Warrior - custom class]]&lt;br /&gt;
*[[Kobold Warrenguard - custom class]]&lt;br /&gt;
&lt;br /&gt;
=Important NPCs=&lt;br /&gt;
&lt;br /&gt;
[[Notable Events and Meetings]]&lt;br /&gt;
&lt;br /&gt;
==Mr. Hand, our Factor==&lt;br /&gt;
Mr. Hand will be able to do the following for you:&lt;br /&gt;
&lt;br /&gt;
*Recruit basic mercenary troops.&lt;br /&gt;
*Sell magic items, provided he has them in, ahem, hand.&lt;br /&gt;
*Find buyers and sellers for trade goods.&lt;br /&gt;
*Retain specialists.&lt;br /&gt;
*Arrange for supply trains to venture out, *assuming the infrastructure is set up*. If there&#039;s not a PC or henchmen with the train, they won&#039;t want to travel through uncleared hexes.&lt;br /&gt;
&lt;br /&gt;
He comes with an office and warehouse with a capacity of 10,000 stones worth of goods/treasure. Assume that 1,000 stones worth can be stored in a vault-like space and the rest of the storage is simply locked. The warehouse/office will also be guarded by two veteran crossbowmen 24 hours a day. I need y&#039;all to tell me if you want him based in Junction or Rhea&#039;s Ford. If he is based in Junction the above will cost you 500 gp a month (assume the 1st month is already paid); he will be closer to the frontier but in a smaller market. If based in Rhea&#039;s Ford the above will cost you 750 a month (again, assuming the 1st month is already paid); he will be farther from the frontier but in a larger market town.&lt;br /&gt;
&lt;br /&gt;
Note that the above cost includes payments on the warehouse and the salaries of Mr. Hand and the guards, but does not include the cost of recruiting troops, IDing magic items and so forth. There will be the ability to ID magic items in Junction, but the sale of them will be limited to Rhea&#039;s Ford.&lt;br /&gt;
&lt;br /&gt;
==Other Adventuring Parties==&lt;br /&gt;
&lt;br /&gt;
Awyn&#039;s Band&lt;br /&gt;
&lt;br /&gt;
*They are led by Awyn the Acrimonious, a she-warrior of some renown. The party counts amongst its members a mage, a cleric of a deity I have never heard of and cannot pronounce the name of, two rangers, a bard for singing Awyn&#039;s praises and a cloaked, silent man who&#039;s duties and abilities I have been unable to determine, and a score of so mercenaries, cooks and so forth. I do not know there goal, only that I observed them purchasing furs and blankets and other cold-weather gear. Therefore, I can only conclude they are either heading north, to where winter still holds the world in an icy embrace, or west, towards and perhaps beyond Rocky Peak.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19473255#post19473255 Sanke One-Eyed]&lt;br /&gt;
&lt;br /&gt;
*Her brother is stricken by a mysterious curse that prevents him from speaking the truth. They had heard tales of a spring somewhere to the southeast, that has the power to cleanse one who drinks of it of all such afflictions. They were unable to find it, however.  They stopped in Pevin, of all places, for a week of R&amp;amp;R but no idea where they went afterward.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=19754636#post19754636 Bribras the Bold]&lt;br /&gt;
&lt;br /&gt;
*The trio claim no injuries, and have none visible, apart from the scratches and welts one might accumulate from running recklessly through the undergrowth, fleeing for one&#039;s life. Two of the three, Tika and and Isum, are both clad in chain mail; Tika wears a sword in a scabbard and has a short bow slung over her shoulder, while Isum has a one-handed axe and shield. The third member, Bribras the Bold, wears banded plate under a crimson surcoat and carries a war hammer and shield. Prominently displayed on a chain around his neck is stylized horses&#039;s head in profile with a twinkly ruby for an eye. To Hira&#039;s eye the three appear to be relatively inexperienced, at least less so than her employer. They may or may not be as seasoned as she is.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Look,&amp;quot; says Bribras, &amp;quot;we&#039;re new in town, drawn like half the people here by the promise of the wealth to be found out here on the frontier. I am, if I may modestly say, a rather important person back east, and my comrades are as dear to me as my own brothers and sisters. I will be willing to pay five hundred gold alcedes to whomever is able to recover the petrified remains of my three companions, so that we may restore them to life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&amp;amp;p=20055658#post20055658 Bandits of the Plains]&lt;br /&gt;
&lt;br /&gt;
*Aside from Sanke One-eye&#039;s crew, there are another two bands: the Free Folk, who hang out mostly to the southeast, and the Redfoot Gang, who mostly work the other side of the Sarn (from the Candle). As far as can be told, the bandits mostly survive by robbing isolated communities, merchant caravans and scavenging amongst the ruins of the ancient ones. There are also a few beastman tribes roaming the llano, as the ogres call it. Some gnolls, a group of sun-hardened orcs that call themselves the Rock Spiders, and some of the other species such as cerves.&lt;br /&gt;
&lt;br /&gt;
=Rumor Mill=&lt;br /&gt;
*While the road to Rocky Peak has been little used and ill-maintained over the past century, the occasional bold merchant or brave adventurers made the treacherous journey between the two cities. A dozen or so years ago, however, a pride of manticores staked their territory western edge of the forest, effectively shutting down transit between Rocky Peak and Junction. Mr. Hand, the factor in the adventurer&#039;s employ, notes that Rocky Peak was for years a source of iron and gemstones, two commodities that Junction is sorely lacking.&lt;br /&gt;
*Far to the west, at the base of an active volcano, sits the legendary city of Pesh. Even before the darkness fell the route to Pesh was long and circuitous, for there is only one road onto the plateau where it is built, and the causeway is -- or was, rather, controlled by a fierce band of lion-men who demand tribute to those who would pass. Pesh is noted, however, for its great libraries containing books and scrolls of esoteric nature and for the veritable army of brass-skinned smiths who forge puissant weapons in the heat of the looming volcano. Were one to open a road to Pesh it would certainly bring great wealth to the indomitable individual.&lt;br /&gt;
*Gold ingots are also in high demand in Junction, and a wild-eyed man has been spreading tales of a gold mine he stumbled across in the hills south of the Principality, abandoned for nigh one hundred years but barely touched. He is willing to sell a map to the mine for 500 gold coins.&lt;br /&gt;
*A band of river trolls has established themselves in the River Sarn, demanding heavy tribute for those wanting to reach the Silver Sea and the markets beyond. The Scarlet Prince has offered a reward of 5000 gold alcedes to those able to defeat the trolls and open the waterways south. They are rumored to lair where the verdant grasslands turn to hills, some fifty miles southwest of Junction.&lt;br /&gt;
*All agree that the most fertile, prosperous land in Absalom is to be found almost due west of Junction. They say the ground is so fecund that one need only scatter seeds on the soil and wait for the most bountiful of harvests.&lt;br /&gt;
&lt;br /&gt;
=Game Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom IC 1] | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom IC 2] | [https://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom OOC 1] | [https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom OOC 2] | [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom OOC 3] | [https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread Logistics] | [https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&amp;amp;p=19616066#post19616066 Tracking] | [https://forum.rpg.net/showthread.php?764707-Semi-closed-Recruitment-ACKS-The-Wilderlands-of-Absalom Recruitment]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304023</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304023"/>
		<updated>2016-07-18T03:39:17Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&amp;amp;p=20269817#post20269817 Key]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make &#039;&#039;many&#039;&#039; attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted &#039;&#039;separately&#039;&#039;. &#039;&#039;&#039;A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Example:&#039;&#039; Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+&#039;&#039;&#039;4&#039;&#039;&#039; (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304022</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304022"/>
		<updated>2016-07-18T03:39:00Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&amp;amp;p=20269817#post20269817 Key]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make &#039;&#039;many&#039;&#039; attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted &#039;&#039;separately&#039;&#039;. A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*&#039;&#039;Example:&#039;&#039; Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+&#039;&#039;&#039;4&#039;&#039;&#039; (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304019</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304019"/>
		<updated>2016-07-18T02:32:04Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&amp;amp;p=20269817#post20269817 Key]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make [I]many[/I] attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted [I]separately.[/I] A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*&#039;&#039;Example:&#039;&#039; Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+&#039;&#039;&#039;4&#039;&#039;&#039; (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304018</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304018"/>
		<updated>2016-07-18T02:31:36Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&amp;amp;p=20269817#post20269817 Key]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make [I]many[/I] attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted [I]separately.[/I] A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*&#039;&#039;Example:&#039;&#039; Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+[B]4[/B] (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304017</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304017"/>
		<updated>2016-07-18T02:31:18Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Mobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&amp;amp;p=20269817#post20269817 Key]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make [I]many[/I] attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted [I]separately.[/I] A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*[[Example:]] Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+[B]4[/B] (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304015</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304015"/>
		<updated>2016-07-17T23:14:32Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&amp;amp;p=20269817#post20269817 Key]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make [I]many[/I] attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted [I]separately.[/I] A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*[U]Example:[/U] Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+[B]4[/B] (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304014</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304014"/>
		<updated>2016-07-17T23:11:23Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 &lt;br /&gt;
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make [I]many[/I] attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted [I]separately.[/I] A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*[U]Example:[/U] Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+[B]4[/B] (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304013</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304013"/>
		<updated>2016-07-17T23:10:43Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12 [https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Polyspectral Analysis Map]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm. You can swap out your sidearm during downtime or with a check.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make [I]many[/I] attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted [I]separately.[/I] A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*[U]Example:[/U] Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+[B]4[/B] (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
*In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304010</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304010"/>
		<updated>2016-07-17T23:02:01Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
== Mobs ==&lt;br /&gt;
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we&#039;re going to be adopting the Mob rules from Godbound. I&#039;ll summarize below.&lt;br /&gt;
*Mobs occupy an area rather than having discrete positions. I&#039;ll tell you specifically if they have cover or not. &lt;br /&gt;
*On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make [I]many[/I] attacks.&lt;br /&gt;
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.&lt;br /&gt;
*Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage.&lt;br /&gt;
*The answer is that we use Godbound&#039;s damage charts. In essence, you roll your normal damage. Each die is then counted [I]separately.[/I] A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice. &lt;br /&gt;
*[U]Example:[/U] Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech&#039;s laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+[B]4[/B] (two from his suit&#039;s strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I&#039;d probably have rolled Morale for them before this, even, but them&#039;s the breaks.&lt;br /&gt;
*Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we&#039;ll deal with as they come up.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304009</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304009"/>
		<updated>2016-07-17T22:58:52Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304008</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304008"/>
		<updated>2016-07-17T22:45:07Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304007</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304007"/>
		<updated>2016-07-17T22:44:32Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304006</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304006"/>
		<updated>2016-07-17T22:39:32Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
*&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
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== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
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= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
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= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304005</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304005"/>
		<updated>2016-07-17T22:39:18Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan:&#039;&#039;&#039; Jotunn&lt;br /&gt;
&#039;&#039;&#039;Estate:&#039;&#039;&#039; Muspelheim&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 28/30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304001</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304001"/>
		<updated>2016-07-17T20:15:45Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304000</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=304000"/>
		<updated>2016-07-17T20:14:25Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, &lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 12/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303999</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303999"/>
		<updated>2016-07-17T20:10:02Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, &lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Red Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303998</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303998"/>
		<updated>2016-07-17T20:06:41Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**Blue Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, &lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**Orange Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303997</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303997"/>
		<updated>2016-07-17T20:05:36Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
**Veteran&#039;s Luck: 1/1, &lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
**PP: 2/3, Omen Tap: 2/2&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303995</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303995"/>
		<updated>2016-07-17T19:58:32Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303994</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303994"/>
		<updated>2016-07-17T19:57:51Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303993</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303993"/>
		<updated>2016-07-17T19:57:20Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303992</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303992"/>
		<updated>2016-07-17T19:56:57Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303991</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303991"/>
		<updated>2016-07-17T19:56:19Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
*&#039;&#039;&#039;Agmundr &amp;quot;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&amp;quot; Kjærstad&#039;&#039;&#039;, Init -1&lt;br /&gt;
**Personal AC 5, HP 17/18, Speed 10 m/round&lt;br /&gt;
**Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Carla &amp;quot;&#039;&#039;Kermit&#039;&#039;&amp;quot; Danger&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 18/18, Speed 10 m/round&lt;br /&gt;
**Green Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Sanso &amp;quot;&#039;&#039;Hamlet&#039;&#039;&amp;quot; Johansen&#039;&#039;&#039;, Init +2&lt;br /&gt;
**Personal AC 2, HP 19/19, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 2, Armor 12, HP 30/30, Speed 4&lt;br /&gt;
*&#039;&#039;&#039;Ofeig &amp;quot;&#039;&#039;Soundwave&#039;&#039;&amp;quot; Sigurdsson&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Erasmus &amp;quot;&#039;&#039;Vafthru∂nir&#039;&#039;&amp;quot; Asgeirsson&#039;&#039;&#039;, Init +1&lt;br /&gt;
**Personal AC 3, HP 16/16, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 3, Armor 8, HP 20/20, Speed 6&lt;br /&gt;
*&#039;&#039;&#039;Remar &amp;quot;&#039;&#039;Tegnjeger&#039;&#039;&amp;quot; Vargas&#039;&#039;&#039;, Init +0&lt;br /&gt;
**Personal AC 4, HP 15/15, Speed 10 m/round&lt;br /&gt;
**(Color) Mech AC 0, Armor 8, HP 30/30, Speed 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303990</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303990"/>
		<updated>2016-07-17T19:41:51Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
== Combat Maps ==&lt;br /&gt;
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri]&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303986</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303986"/>
		<updated>2016-07-17T16:42:38Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303933</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303933"/>
		<updated>2016-07-16T05:51:38Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Ice Station Morituri */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&amp;amp;p=20248528#post20248528 Rough Map of modular station]&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303932</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303932"/>
		<updated>2016-07-16T05:50:28Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Astaroth (06.06) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. &lt;br /&gt;
*Languaged: English, Norwegian, Hindustani &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 7 (Armored Undersuit), 4 (Pilot Suit)&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10 m/round&lt;br /&gt;
*Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) &lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1)&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Laser Pistol, Monoblade&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
* Gear&lt;br /&gt;
**Argus Web&lt;br /&gt;
**Compad&lt;br /&gt;
**Backpack&lt;br /&gt;
***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Soundwave, a Specialist suit&lt;br /&gt;
Power: 6/6, Mass: 8/11, Hardpoints: 1/1&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 3&lt;br /&gt;
*Speed: 6 (30 meters)&lt;br /&gt;
*HP: 20&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2)&lt;br /&gt;
*Side Weapon: Laser Rifle&lt;br /&gt;
*Mech Fitting: Active Camo Surface (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Morphic Silhouette Damper (P 1 M 2)&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors (P1 M1)&lt;br /&gt;
*Mech Fitting: Cargo Space (P 0 M 1)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Johansen (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, Norwegian, [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade (Damage 2d6, Range 6/9, TL4)&lt;br /&gt;
*Kinesis Wraps (Damage 1d2+2, TL4)&lt;br /&gt;
*Void Carbine&lt;br /&gt;
*Spike Thrower&lt;br /&gt;
*Mag Pistol&lt;br /&gt;
*Mag Rifle&lt;br /&gt;
*Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC4, Encumbrance 1, TL5, link with compad)&lt;br /&gt;
*Armored Undersuit (AC7, Encumbrance 0, TL4)&lt;br /&gt;
*Combat Field Uniform (AC4, Encumbrance 0, TL4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter&lt;br /&gt;
*Backpack (TL4)&lt;br /&gt;
*Binoculars (TL4)&lt;br /&gt;
*Climbing Harness&lt;br /&gt;
*Glowbug x10&lt;br /&gt;
*Grapnel launcher&lt;br /&gt;
*Grav Chute (TL4)&lt;br /&gt;
*Low-Light Goggles&lt;br /&gt;
*Rope (TL4, 120 meters)&lt;br /&gt;
*Survival kit&lt;br /&gt;
*Thermal flare&lt;br /&gt;
*Antisomnix x3&lt;br /&gt;
*Binder Satchel x3&lt;br /&gt;
*Pulse Transmitter&lt;br /&gt;
*Sleep Grenade x5&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
*Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Gear&#039;&#039;&#039;&lt;br /&gt;
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools and Medicine&#039;&#039;&#039;&lt;br /&gt;
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Accessories&#039;&#039;&#039;&lt;br /&gt;
*Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Readied items&#039;&#039;&#039;&lt;br /&gt;
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stowed items&#039;&#039;&#039;&lt;br /&gt;
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
*Languages: English, Norwegian, Russian, Mandarin&lt;br /&gt;
*Player: Vektunaxa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Psitech 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init: 0&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5)&lt;br /&gt;
*Secondary Ranged Attack: N/A&lt;br /&gt;
*Primary Melee Attack: Monoblade (2d6, Range: melee)&lt;br /&gt;
*Secondary Melee Attack: N/A&lt;br /&gt;
*Special Attack: N/A&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Thermal Pistol&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Lazarus patch (1), 12 Type A power cells (2) &lt;br /&gt;
*Personal Accessories&lt;br /&gt;
Compad, Dataslab (1)&lt;br /&gt;
*Readied items (5/5)&lt;br /&gt;
**Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad.&lt;br /&gt;
*Stowed items (7/10)&lt;br /&gt;
**Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2).&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1&lt;br /&gt;
*Cost: 601K&lt;br /&gt;
*Armor: 8 (against non-gunnery weapons)&lt;br /&gt;
*AC: 0&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: MES Knife 1d12, melee, ignores armour&lt;br /&gt;
*Side Weapon: Thermal Pistol (2d6, -1 to hit)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Neural Activity Sensor&lt;br /&gt;
*Mech Fitting: Omen Tap&lt;br /&gt;
*Mech Fitting: Revivification Field&lt;br /&gt;
*Mech Fitting: Cargo Space&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Ice Station Morituri ===&lt;br /&gt;
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn&#039;t spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.&lt;br /&gt;
&lt;br /&gt;
Situation: It&#039;s considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It&#039;s half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.&lt;br /&gt;
&lt;br /&gt;
Rough Map of modular station&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: Urtha Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0&lt;br /&gt;
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit&lt;br /&gt;
*Crew 2: Verthandi Enqvist (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0&lt;br /&gt;
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 3: Skulda Enqvist (Warrior)&lt;br /&gt;
**AC: 9 HP: 8 Attack: +1 XP: 0&lt;br /&gt;
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0&lt;br /&gt;
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit&lt;br /&gt;
*Crew 4: Yngve Afzelius (Expert)&lt;br /&gt;
**AC: 9 HP: 6 Attack: +0 XP: 0&lt;br /&gt;
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0&lt;br /&gt;
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit&lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303651</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303651"/>
		<updated>2016-07-07T15:19:05Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: 10 meters/round&lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303650</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303650"/>
		<updated>2016-07-07T15:08:11Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +3 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +3 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +2 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
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== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
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Their generosity may prove to have been ill-advised.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
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== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
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== Weapons &amp;amp; Equipment ==&lt;br /&gt;
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== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
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**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
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== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
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**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
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**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
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== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
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**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
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**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
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== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
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**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303642</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303642"/>
		<updated>2016-07-07T07:03:06Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400&#039; range, 3 ammo/burst, 15/15 magazine&lt;br /&gt;
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350&#039; range, 3/3 magazine&lt;br /&gt;
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc)&lt;br /&gt;
*Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc)&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +1 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303641</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303641"/>
		<updated>2016-07-07T06:18:14Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Laser Rifle (burst), +4 to hit, 1d10+2, 300/500&#039; range, 3 ammo/burst, 20/20 magazine&lt;br /&gt;
*Secondary Ranged Attack: Laser Rifle (single shot), +2 to hit, 1d10, 300/500&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Laser rifle (2/2), Backpack&lt;br /&gt;
*Stowed items - backpack (0/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Survival kit, Lazarus Patch, Metatool, Climbing harness, Grapnel launcher, 40&#039; rope, Grenade&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +1 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303640</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303640"/>
		<updated>2016-07-07T06:09:37Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his battalion. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Laser Rifle (burst), +4 to hit, 1d10+2, 300/500&#039; range, 3 ammo/burst, 20/20 magazine&lt;br /&gt;
*Secondary Ranged Attack: Laser Rifle (single shot), +2 to hit, 1d10, 300/500&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Laser rifle (2/2), Backpack&lt;br /&gt;
*Stowed items - backpack (0/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Survival kit, Lazarus Patch, Metatool, Climbing harness, Grapnel launcher, 40&#039; rope, Grenade&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +1 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303639</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303639"/>
		<updated>2016-07-07T06:03:03Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young officer rom an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his battalion. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Laser Rifle (burst), +4 to hit, 1d10+2, 300/500&#039; range, 3 ammo/burst, 20/20 magazine&lt;br /&gt;
*Secondary Ranged Attack: Laser Rifle (single shot), +2 to hit, 1d10, 300/500&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Laser rifle (2/2), Backpack&lt;br /&gt;
*Stowed items - backpack (0/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Survival kit, Lazarus Patch, Metatool, Climbing harness, Grapnel launcher, 40&#039; rope, Grenade&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +1 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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=== Planet ===&lt;br /&gt;
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= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
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== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303638</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303638"/>
		<updated>2016-07-07T06:02:38Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, this young officer rom an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his battalion. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+10&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Laser Rifle (burst), +4 to hit, 1d10+2, 300/500&#039; range, 3 ammo/burst, 20/20 magazine&lt;br /&gt;
*Secondary Ranged Attack: Laser Rifle (single shot), +2 to hit, 1d10, 300/500&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Laser rifle (2/2), Backpack&lt;br /&gt;
*Stowed items - backpack (0/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Survival kit, Lazarus Patch, Metatool, Climbing harness, Grapnel launcher, 40&#039; rope, Grenade&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +1 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303637</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303637"/>
		<updated>2016-07-07T05:55:03Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, the young officer focused his attentions on becoming the best Mech Squadron Officer in his battalion. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
*Class Ability: Veteran&#039;s Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+10&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Laser Rifle (burst), +4 to hit, 1d10+2, 300/500&#039; range, 3 ammo/burst, 20/20 magazine&lt;br /&gt;
*Secondary Ranged Attack: Laser Rifle (single shot), +2 to hit, 1d10, 300/500&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Laser rifle (2/2), Backpack&lt;br /&gt;
*Stowed items - backpack (0/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Survival kit, Lazarus Patch, Metatool, Climbing harness, Grapnel launcher, 40&#039; rope, Grenade&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +1 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303636</id>
		<title>Stars Without Number: The High and the Mighty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stars_Without_Number:_The_High_and_the_Mighty&amp;diff=303636"/>
		<updated>2016-07-07T05:52:20Z</updated>

		<summary type="html">&lt;p&gt;Atlictoatl2: /* Agmundr Kjærstad (Atlictoatl) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Play-By-Post Campaign run by The Wyzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
The Player Characters and their Henchmen&lt;br /&gt;
&lt;br /&gt;
== Agmundr Kjærstad (Atlictoatl) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Marine Officer (Skyward Steel)&lt;br /&gt;
*Bio: After the service injury, the young officer focused his attentions on becoming the best Mech Squadron Officer in his battalion. While he has not yet achieved that distinction, being assigned to the Estate&#039;s space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.&lt;br /&gt;
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.&lt;br /&gt;
*Languages: English, Norwegian, Hindustani, Mandarin&lt;br /&gt;
*Player: Atlictoatl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 07 (-1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 14 (+10&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Energy Weapons 0&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: -1&lt;br /&gt;
*MR: &lt;br /&gt;
*Primary Ranged Attack: Laser Rifle (burst), +4 to hit, 1d10+2, 300/500&#039; range, 3 ammo/burst, 20/20 magazine&lt;br /&gt;
*Secondary Ranged Attack: Laser Rifle (single shot), +2 to hit, 1d10, 300/500&#039; range&lt;br /&gt;
*Tertiary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50&#039; range, 5/5 magazine&lt;br /&gt;
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage&lt;br /&gt;
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn Shipboard&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool&lt;br /&gt;
*Stowed items (10/10 free): None&lt;br /&gt;
&lt;br /&gt;
Worn Exploring&lt;br /&gt;
*Readied items (0/5 free): Pilot suit, Monoblade, Laser rifle (2/2), Backpack&lt;br /&gt;
*Stowed items - backpack (0/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Survival kit, Lazarus Patch, Metatool, Climbing harness, Grapnel launcher, 40&#039; rope, Grenade&lt;br /&gt;
&lt;br /&gt;
Other Owned&lt;br /&gt;
*Armor: Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;s Wrath&#039;&#039;&#039;&lt;br /&gt;
*Power: 1/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: 228,000&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30/30&lt;br /&gt;
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10&lt;br /&gt;
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.&lt;br /&gt;
*Side Weapon: Monoblade +1 to hit, 2d6+2&lt;br /&gt;
*Mech Fitting: Ammunition Cells&lt;br /&gt;
*Mech Fitting: Polyspectral Sensors&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Ofeig Sigurdsson (Caias Ward) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Signal Officer&lt;br /&gt;
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He&#039;s taken to diplomacy as a means to make up for his physical shortcomings.&lt;br /&gt;
*Description:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 7 (-1)&lt;br /&gt;
*Dex: 10 &lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 14 (+1)&lt;br /&gt;
*Cha: 18 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Burearcracy 0 &lt;br /&gt;
*Combat (Energy Weapons) 0&lt;br /&gt;
*Combat (Gunnery) 0&lt;br /&gt;
*Combat (Primitive Weapons) 0&lt;br /&gt;
*Computer 0&lt;br /&gt;
*Culture/Traveler 0&lt;br /&gt;
*Culture/World 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Language 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Security 0&lt;br /&gt;
*Tech/Astronautic 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 16/16&lt;br /&gt;
*Init:&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical&lt;br /&gt;
**Mental&lt;br /&gt;
**Evasion&lt;br /&gt;
**Tech&lt;br /&gt;
**Luck&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Start with a Suit Mech&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Sanso Lastname (Nicias) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Commando&lt;br /&gt;
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He&#039;s still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.&lt;br /&gt;
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.&lt;br /&gt;
*Languages: English, [SpaceViking], [Reserved]&lt;br /&gt;
*Player: Nicias&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10&lt;br /&gt;
*Dex: 18 (+2)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked: 0&lt;br /&gt;
&lt;br /&gt;
*Athletics 0&lt;br /&gt;
*Combat/Melee 1&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Stealth 0&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 19/19&lt;br /&gt;
*Init: +2&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14 &lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Hamlet (Shock Suit)&lt;br /&gt;
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)&lt;br /&gt;
*Hitpoints: 30&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Power 7/11, Free Mass 6/6, Hardpoints 1/2&lt;br /&gt;
&lt;br /&gt;
*Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)&lt;br /&gt;
&lt;br /&gt;
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1) &lt;br /&gt;
**(+4 to hit, 1d12+2 damage, Melee, AP10)&lt;br /&gt;
&lt;br /&gt;
(Named for a famous Terran detective and warrior-prince.)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Carla Danger (thirdkingdom) ==&lt;br /&gt;
*Warrior 1&lt;br /&gt;
*XP: 0/2005&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Space Marine&lt;br /&gt;
*Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.&lt;br /&gt;
*Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 18 (+2)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Banked Skill points: 0&lt;br /&gt;
&lt;br /&gt;
*Combat/Energy Weapon 0&lt;br /&gt;
*Combat/Gunnery 1&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Combat/Primitive 0&lt;br /&gt;
*Culture/New Eden&lt;br /&gt;
*Culture/Spacer 0&lt;br /&gt;
*Exosuit 1&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*English&lt;br /&gt;
*Chinese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC:&lt;br /&gt;
*HP: 18/18&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 12&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 14&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 13&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&#039;&#039;&#039;Kermit&#039;&#039;&#039;&lt;br /&gt;
*Power: 3/11 free&lt;br /&gt;
*Mass: 0/6 free&lt;br /&gt;
*Cost: &lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 1&lt;br /&gt;
*Speed: 4&lt;br /&gt;
*HP: 30&lt;br /&gt;
&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)&lt;br /&gt;
*Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)&lt;br /&gt;
*Side Weapon: Void carbine&lt;br /&gt;
*Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)&lt;br /&gt;
*Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
== Erasmus Asgeirsson (Vektunaxa) ==&lt;br /&gt;
*Expert 1&lt;br /&gt;
*XP: 0/1500&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Engineer&lt;br /&gt;
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.&lt;br /&gt;
*Description: Black hair, brown eyes. Tall and thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (+0)&lt;br /&gt;
*Dex: 14 (+1)&lt;br /&gt;
*Con: 10 (+0)&lt;br /&gt;
*Int: 18 (+2)&lt;br /&gt;
*Wis: 7 (-1)&lt;br /&gt;
*Cha: 14 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Computers 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 1&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Tech/Astronautics 1&lt;br /&gt;
*Tech/Medical 0&lt;br /&gt;
*Tech/Postech 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Init: +1&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)&lt;br /&gt;
*Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)&lt;br /&gt;
*Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)&lt;br /&gt;
*Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 16&lt;br /&gt;
**Mental 15&lt;br /&gt;
**Evasion 12&lt;br /&gt;
**Tech 11&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Equipment&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Monoblade, Void Carbine, Thermal Pistol, Laser Rifle&lt;br /&gt;
*Armor&lt;br /&gt;
**Pilot Suit (AC 4, Enc 1)&lt;br /&gt;
**Armored Undersuit (AC 7, Enc 0)&lt;br /&gt;
*Exploration Gear&lt;br /&gt;
**Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)&lt;br /&gt;
*Tools and Medicine&lt;br /&gt;
**Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)&lt;br /&gt;
*Personal Accessories&lt;br /&gt;
**Compad, Dataslab (Enc 1)&lt;br /&gt;
&lt;br /&gt;
*Readied items&lt;br /&gt;
**Armored undersuit, backpack, laser rifle, monoblade, lazarus patch&lt;br /&gt;
*Stowed items&lt;br /&gt;
**Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
Vafthru∂nir, a shock suit&lt;br /&gt;
Power: 9/11, Mass: 6/6, Hardpoints: 2/2&lt;br /&gt;
*Armor: 12 (against non-gunnery weapons)&lt;br /&gt;
*AC: 2&lt;br /&gt;
*Speed: 4 (20 meters)&lt;br /&gt;
*HP: 30&lt;br /&gt;
*Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)&lt;br /&gt;
*Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)&lt;br /&gt;
*Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)&lt;br /&gt;
*Mech Fitting: Breaching Tool&lt;br /&gt;
*Mech Fitting: Field Medical Unit&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
==  Remar Vargas (Heavy Josh) ==&lt;br /&gt;
*Psychic 1&lt;br /&gt;
*XP: 0/2000&lt;br /&gt;
*Background: Noble&lt;br /&gt;
*Training: Astrogator (Skyward Steel)&lt;br /&gt;
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan&#039;s estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.  &lt;br /&gt;
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of &amp;quot;viking music&amp;quot;, and spends most of his time observing social interactions, rather than participating in them. It&#039;s for the best.&lt;br /&gt;
*Languages: English, Norwegian&lt;br /&gt;
*Player: Heavy Josh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Str: 10 (0)&lt;br /&gt;
*Dex: 10 (0)&lt;br /&gt;
*Con: 14 (+1)&lt;br /&gt;
*Int: 14 (+1)&lt;br /&gt;
*Wis: 18 (+2)&lt;br /&gt;
*Cha: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Combat/Gunnery 0&lt;br /&gt;
*Combat/Melee 0&lt;br /&gt;
*Culture/New Eden 0&lt;br /&gt;
*Exosuit 0&lt;br /&gt;
*Leadership 0&lt;br /&gt;
*Navigation 0&lt;br /&gt;
*Persuade 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Vehicle/Space 0&lt;br /&gt;
&lt;br /&gt;
*(1SP remaining)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power Points: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precognition&#039;&#039;&#039; (Major Power)&lt;br /&gt;
*Omen (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biopsionics&#039;&#039;&#039; (Minor Power)&lt;br /&gt;
*Biostasis (cost: 1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AC: 4 (Pilot Suit)&lt;br /&gt;
*HP: 15&lt;br /&gt;
*Init:&lt;br /&gt;
*MR: 10&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
*Secondary Ranged Attack:&lt;br /&gt;
*Primary Melee Attack:&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Special Attack:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical 13&lt;br /&gt;
**Mental 12&lt;br /&gt;
**Evasion 15&lt;br /&gt;
**Tech 16&lt;br /&gt;
**Luck 14&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Henchman ===&lt;br /&gt;
Start with no henchmen&lt;br /&gt;
&lt;br /&gt;
= Wealth &amp;amp; Assets =&lt;br /&gt;
&lt;br /&gt;
== The Ship (Name) ==&lt;br /&gt;
&lt;br /&gt;
*Class: Frigate&lt;br /&gt;
*Cost: 5.29m&lt;br /&gt;
*Speed: 2&lt;br /&gt;
*Armor: 10&lt;br /&gt;
*HP: 40&lt;br /&gt;
*Crew Min/Max: 10/40&lt;br /&gt;
*Days of Life Support: 4 weeks stores&lt;br /&gt;
*AC: 7&lt;br /&gt;
*Power: 0/15 free&lt;br /&gt;
*Free Mass: 0/15 free&lt;br /&gt;
*Hardpoints: 4/6 free&lt;br /&gt;
&lt;br /&gt;
*Fittings:&lt;br /&gt;
**Advanced Nav Computer (2 power, 0 mass)&lt;br /&gt;
**Atmospheric configuration (0 power, 2 mass)&lt;br /&gt;
**Armory (0 power, 0 mass)&lt;br /&gt;
**Cargo Space x3 (0 power, 3 mass)&lt;br /&gt;
**Drive-3 (4 power, 4 mass)&lt;br /&gt;
**Fuel Bunker x2 (0 power, 0+1 mass)&lt;br /&gt;
**Fuel Scoops (2 power, 2 mass)&lt;br /&gt;
**Sensor Survey Array (2 power, 1 mass)&lt;br /&gt;
**Ship’s Locker (0 power, 0 mass)&lt;br /&gt;
**Workshop (0 power, 0 mass)&lt;br /&gt;
&lt;br /&gt;
*Weapons/Ship:&lt;br /&gt;
**Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10&lt;br /&gt;
&lt;br /&gt;
*Weapons/Gunnery:&lt;br /&gt;
**Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range&lt;br /&gt;
**Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range&lt;br /&gt;
**Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)&lt;br /&gt;
&lt;br /&gt;
== Cargo &amp;amp; Treasure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valuable Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planetary Currency ==&lt;br /&gt;
&lt;br /&gt;
= Star Systems =&lt;br /&gt;
A list of star systems explored.&lt;br /&gt;
&lt;br /&gt;
== Astaroth (06.06) ==&lt;br /&gt;
The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.&lt;br /&gt;
&lt;br /&gt;
=== New Eden (Astaroth Tertius) ===&lt;br /&gt;
*Atmosphere: Breathable Mix&lt;br /&gt;
*Climate: Temperate&lt;br /&gt;
*Biosphere: Engineered&lt;br /&gt;
*Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.&lt;br /&gt;
*Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French&lt;br /&gt;
*Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)&lt;br /&gt;
*Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war. &lt;br /&gt;
*Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn&#039;t too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence. &lt;br /&gt;
&lt;br /&gt;
Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like. &lt;br /&gt;
&lt;br /&gt;
Their generosity may prove to have been ill-advised.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Omicron Pioneer (04.07) ==&lt;br /&gt;
There&#039;s a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Dyson Medusa (06.05) ==&lt;br /&gt;
This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It&#039;s relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It&#039;s inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They&#039;re currently engaged in a civil war, so going there is a risky proposition, although they&#039;d likely pay about anything you wanted to charge for TL4 weapons.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== Icarus Illthrax (07.06) ==&lt;br /&gt;
This is the closest thing to civilization that can be reached directly from Astaroth. There&#039;s a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They&#039;re currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
== System Name  ==&lt;br /&gt;
Overview goes here.&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
=== Planet ===&lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
House rules go here.&lt;br /&gt;
&lt;br /&gt;
== Character Generation &amp;amp; Advancement ==&lt;br /&gt;
*Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.&lt;br /&gt;
*Characters begin at level 1, with 0 Experience points&lt;br /&gt;
*Hit Points will start out at maximum for the class, &#039;&#039;&#039;plus 10.&#039;&#039;&#039;&lt;br /&gt;
*Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.&lt;br /&gt;
*Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can &amp;quot;blow through&amp;quot; an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. &lt;br /&gt;
*All PCs must take the Noble background, but may select whatever training package they wish.&lt;br /&gt;
*English is the common language of New Eden.&lt;br /&gt;
*All PCs treat Exosuit as an in-class skill.&lt;br /&gt;
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn&#039;t useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.&lt;br /&gt;
*PCs may replace the Noble package&#039;s Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.&lt;br /&gt;
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)&lt;br /&gt;
*After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.&lt;br /&gt;
*&#039;&#039;&#039;The game will be using the rules from various other books&#039;&#039;&#039;. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. &lt;br /&gt;
**Suns of Gold: &amp;quot;A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. &lt;br /&gt;
**Skyward Steel: &amp;quot;To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.&lt;br /&gt;
**Starvation Cheap: &amp;quot;Add up the army&#039;s most common Tech Level, plus the lower of the commander&#039;s Tactics or Leadership skills, plus the total of the commander&#039;s Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I&#039;ll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. &lt;br /&gt;
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They&#039;re Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.&lt;br /&gt;
**No cybernetics.&lt;br /&gt;
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.&lt;br /&gt;
*The character advancement tables are going to get simplified a little.&lt;br /&gt;
**Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.&lt;br /&gt;
**Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.&lt;br /&gt;
**Further, PCs will receive some special abilities at level 3 and above, which we&#039;ll go into later.&lt;br /&gt;
*Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as &amp;quot;credits,&amp;quot; although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.&lt;br /&gt;
&lt;br /&gt;
== Starting Ship ==&lt;br /&gt;
*You will begin with a top-of-the-line military frigate in a saucer configuration&lt;br /&gt;
*This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.&lt;br /&gt;
*You may equip it with any further components you like, although you are limited to TL4 hardware. &lt;br /&gt;
*I &#039;&#039;strongly recommend&#039;&#039; a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.&lt;br /&gt;
*The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.&lt;br /&gt;
*25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.&lt;br /&gt;
*The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.&lt;br /&gt;
*Ship&#039;s stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.&lt;br /&gt;
*Your family&#039;s generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.&lt;br /&gt;
*The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.&lt;br /&gt;
&lt;br /&gt;
== Mecha ==&lt;br /&gt;
*Mecha have double hit points.&lt;br /&gt;
*Suit mechs must be custom-fitted to the user, and are not interchangeable. &lt;br /&gt;
*Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.&lt;br /&gt;
*Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.&lt;br /&gt;
*The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.&lt;br /&gt;
*Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.&lt;br /&gt;
*A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.&lt;br /&gt;
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. &lt;br /&gt;
*The pilot&#039;s Exosuit skill subtracts from the mech&#039;s Armor Class.&lt;br /&gt;
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech&#039;s sidearm.&lt;br /&gt;
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.&lt;br /&gt;
*A mech&#039;s ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.&lt;br /&gt;
*Melee attacks made by mechs use the pilot&#039;s strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot&#039;s attributes, because mechs are hella strong.&lt;br /&gt;
&lt;br /&gt;
=== Mecha Critical Hits ===&lt;br /&gt;
*Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)&lt;br /&gt;
*&#039;&#039;&#039;On a Critical Hit&#039;&#039;&#039;, first determine whether the hit dealt any damage after applying the target&#039;s armor. If the hit dealt no damage, reduce the target mech&#039;s armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:&lt;br /&gt;
**1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.&lt;br /&gt;
**2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.&lt;br /&gt;
**3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech&#039;s ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.&lt;br /&gt;
**4: Systems Damage. Roll 1d4.&lt;br /&gt;
***1: Power Fluctuation. The mech loses its next action.&lt;br /&gt;
***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. &lt;br /&gt;
***3: Power Drain. The mech&#039;s energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.&lt;br /&gt;
***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. &lt;br /&gt;
**5: Electronics Damage. Roll 1d4.&lt;br /&gt;
***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.&lt;br /&gt;
***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.&lt;br /&gt;
***3: Comms Down: The mech loses access to its communications suite.&lt;br /&gt;
***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be &#039;&#039;really bad.&#039;&#039;&lt;br /&gt;
**6: Pilot Damage. Roll 1d4.&lt;br /&gt;
***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.&lt;br /&gt;
***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.&lt;br /&gt;
***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.&lt;br /&gt;
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.&lt;br /&gt;
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances. &lt;br /&gt;
*During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly. &lt;br /&gt;
*Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.&lt;br /&gt;
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.&lt;br /&gt;
*Lesser enemies may be arranged into Mobs ala Godbound.&lt;br /&gt;
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don&#039;t want to do this, they may be dropped on the ground.&lt;br /&gt;
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.&lt;br /&gt;
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action. &lt;br /&gt;
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a &amp;quot;zone of control&amp;quot; across their front arc. This has several effects.&lt;br /&gt;
**They may make a &amp;quot;free&amp;quot; melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.&lt;br /&gt;
**Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to &amp;quot;step&amp;quot; one hex in whatever direction. This includes stepping into another hex in the same zone of control.&lt;br /&gt;
*Some weapons are a bit different.&lt;br /&gt;
**Gunnery weapons require a one-round cooldown between uses.&lt;br /&gt;
**Monoblades deal 2d6 damage.&lt;br /&gt;
**Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.&lt;br /&gt;
**Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.&lt;br /&gt;
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. &lt;br /&gt;
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.&lt;br /&gt;
&lt;br /&gt;
= Crew =&lt;br /&gt;
The ship&#039;s crew goes here. I don&#039;t really care if you name these guys or not. &lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Comms Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Nav Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Engineering Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Gunnery Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
== Boatswain&#039;s Crew ==&lt;br /&gt;
*Crew 1: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 2: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 3: (Class)&lt;br /&gt;
**AC: HP: Attack: XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
*Crew 4: (Class)&lt;br /&gt;
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:&lt;br /&gt;
**Skills:&lt;br /&gt;
**Gear: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List important NPCs here.&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
== NPC Name ==&lt;br /&gt;
*Rank&lt;br /&gt;
*Description&lt;br /&gt;
*Abilities&lt;br /&gt;
*Links to important posts&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
**Post Link&lt;br /&gt;
&lt;br /&gt;
= Player Notes =&lt;br /&gt;
 &lt;br /&gt;
== Volume I ==&lt;br /&gt;
&lt;br /&gt;
== Volume II ==&lt;br /&gt;
&lt;br /&gt;
== Volume III ==&lt;br /&gt;
&lt;br /&gt;
= Important Links =&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]&lt;/div&gt;</summary>
		<author><name>Atlictoatl2</name></author>
	</entry>
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