- Rules - Savage World Adventure Edition (SWAE)
- Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore rank requirement at character creation), Fanatics (villains henchmen might take the damage for the villain), High Adventure (benny to gain a combat edge you qualify for), Unarmored Heroes (Wild Cards who don’t wear armor gain +2 to soak rolls. Energy Shields don’t count as armor worn, nor does any AP provided by an occult power), Wealth (as rules in SWAE 145 but updated below), Wound Cap (the maximum number of Wounds a character can suffer is 4 from one hit)
- Science Fiction Companion (SFC) for additional rules for Cyberware (pg. 29-31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Also using Rifts: Team Tomorrow Player’s Guide (SWR) for additional cybernetics and rules and the Super Power Companion (SPC) for power creation. Note that vehicles have changed with the adventure edition rule update, see Vehicles below. Also including a few Edges from the Rifts: Team Tomorrow (SWR) guide.
- Leadership edges in a High Tech setting the range with Command is extended to those who you can see and who can hear you, via a vox caster, etc. (not just 5”). With Command Presence they only need to hear your orders (via a vox caster, etc.) to gain the bonuses. Without advanced communication the range is as per normal (5” or 10” with Presence).
- Updated Skills List: Tech Use [Smarts] and Think Machine Chant [Smarts]
- * Tech Use: basic understanding of how to operate (turn on, etc.) most technological devices and machines. Without can only use the most basic and easy to understand machine operation (shooting a lasgun, using a com-bead, etc.). Includes and replaces Electronic skill from SWAE.
- * Think Machine Chant: basic understanding of how to communicate (use) and activate Think Machines (computers). Also used for Electronic lock-picking or hacking a system. Includes and replaces the Hacking skill from SWAE.
- Xeno Mistrust: Humans and Aliens in the Known Worlds have little understanding or trust for those not of their race, and as such have problems interacting. This mean that both Humans and Xeno may benefit from ‘others’ Leadership edges, depending on Hindrances, they suffer a -2 to all Persuasion checks each other and –4 to any other skill where understanding might come into play (like Healing, Intimidation, Taunt, etc.). The Edge Xeno-Empathy (Background) allows these penalties to be ignored.
- Tech Redemption: In the Known Worlds most people have little understanding of how the amazing technology around them works. Because of this characters suffer a -4 to all Electronics, Repair, Science, Tech Use and Think Machine Chant when using or trying to fix or use a piece of technology (anything over Industrial Tech level) unless specified otherwise. Anyone can learn to shot a laser rifle or use a voxcaster. The Edges Tech Recognition and Master Tech can cancel these penalties. Also that due to their additional complexity all Void craft (from starfighters to the largest JumpGate ship) suffer an additional -2 to their Pilot and Tech Use skills without the proper edges (so a -6 when piloting a Void Craft, without Void Training and/or other edges).
- Status and Wealth: In the Empire of Man your status is an important factor and wealth is more abstract. Both are represented by dice. These rules or more extensive than those listed in the SWA rules.
Status is a trait represented with a dice that you can add your Wild Die. By default player characters starts as Middle Class within the Known Worlds (a base D6 in both Status and Wealth, see below). Edges and Hindrances can affect this rating. If a character wish to not belong to one of the Faction they are considered a Freeman, or a semi-independent peasant/yeomen. These characters do not have any real power within the Known Worlds but they are not restricted in travel and the Church affords them more leeway on the restrictions it imposes on others of the peasant class (technology, etc).
In addition to determining base Wealth and general social interactions, Status affects several skills as well. When using Gossip, Intimidate and Persuasion, the difference in Status serves as a bonus if the character has a higher Status than the target, or a penalty if his Status is lower (+/-2 per level difference). Conversely, when using Taunt, a character with lower Status receives the difference as a bonus, while the higher Status Taunter takes the difference as a penalty. This can also affect ones Networking checks (SWAE pg. 133) depending on the situation (GMs call).
At the game master’s discretion, other, more passive skills – such as Notice or Stealth – might suffer a penalty when a character’s Status could conceivably come into play. An Aristocrat trying to use Stealth to follow someone in a working low-hab neighborhood stands out somewhat. A Criminal from the slums trying to use Streetwise in a Royal Court will encounter similar difficulties. When a modifier is deemed appropriate for such skills, treat an area or neighborhood as having the same Status as the majority of its inhabitants, and apply a penalty equal to the difference in the character’s Status.
|1||Slave or Outcast (Sub-hab Ganger, Peasant-Serf, Slave, Mutant, Alien, Outcast)||d4-2|
|2||Lower Class (Yeomen, Imperial Army Soldier, Vassal)||d4|
|3||Middle Class (Knight, Lay-Priest, Guilds-Man)||d6|
|4||Upper Class (Barnett or Baron, Canon or Primates, Guild-Chief)||d8|
|5||Elite (Earl or Marquis, Deacon, Guild-Administrator)||d10|
|6||Lesser Royal (Count, Bishop or Archbishop, Guild-Lord)*||d12*|
|7||Royal (Duke, the Patriarchy, Guild-Arcmagi)*||d12+1*|
|8||Ruler (the Emperor of the Known Worlds)*||d12+3*|
- *These levels of Status are NPC level only
Other Uses of Status
- Claim of Hospitality: One important aspect of Status is to make a Claim of Hospitality. Characters can make a claim once per game session (within their own status level or lower). Characters roll their Status die, against a base TN 4, modified by their standing and reputation with whom they are asking. A Claim of Hospitality can get the character a safe place to stay for an extended period of time, borrow some piece of equipment, gain access to special gear, gain information or learn a secret, etc. The higher the character’s status the better the ‘claim’. Raises gain additional help.
- Open Doors: One’s Status can also allow one access to restricted area. For example a Planetary Noble can often gain an audience with the Sector Governor where a lesser person could not. Inquisitor’s status is often used for them to gain access to various restricted areas, etc. Generally the TN is a 4 +/- the level of access that you want and the restrictions of that area or information. This is mostly used for upper level governmental access as opposed to low-Hive scum.
|4||Well to Do||d8|
- *These levels of Wealth are NPC level only
Base characters start with a D6 Wealth die that can be modified by Hindrances and Edges. Whenever a character wishes to purchase an item, they make a Wealth Check. This roll is against a base TN 4. Items are grouped into value categories which can modify the roll. If they succeed with the check they gain the item and their Wealth die is reduced by 1 step for the remained of the adventure. If they get a raise they do not reduce their Wealth die for this purchase.
Factors such as availability or legality (military and illegal items) can modify the check by one or two upward. In addition, rare or illegal items may require other Skill Checks just to find a seller. Items closer to the low end of a value category might have their penalty reduced by 1, at the game master's discretion. Certain items are simply too expensive to be listed on the table above. Things like starships and artifacts are listed under cost as Relics and cannot normally be purchased. Characters with at least wealth 4+ can get Minor Relics with the Edge.
Value Category -- Wealth Check penalty
- Free (F): No wealth check needed
- Cheap (C): +2 to the check (items costing up to 10 firebirds)
- Normal (N): No modifier (items costing up to 100 firebirds)
- Pricy (P): -2 to the check (items costing up to 1,000 firebirds)
- Expensive (E): -4 to the check (items costing up to 5,000 firebirds)
- Very Expensive (VE): -6 to the check (items costing up to 25,000 firebirds)
- Extremely Expensive (EE): -8 to the check (items costing up to 100,000 firebirds)
- Minor Relic (MR): -10 to the check (items costing up to 250,000 firebirds)
- Relic (R): -12 to the check (items costing up to 1,000,000 firebirds)
- Significant Relic (SR): -14 to the check (items costing up to 2,500,000 firebirds)
- Greater Relic (GR): -16 to the check (items costing up to 10,000,000 firebirds)
- Minor Artifact (MA): -18 to the check (items costing up to 25,000,000 firebirds)
- Artifact (A) -20 to the check (items over 1,000,000,000+ firebirds)
Wealth Check Results
- * Success: Purchase item, no other effects
- * Failure (Result of 2 or 3): Purchase item if you choose, but incur a point of Debt if you do so.
- * Failure (Result of a 1): Purchase item if you choose, but incur 2 points of Debt if you do so.
- * Failure (Result of 0 or less): Cannot purchase the item.
Retries: a failed Check may not be retried with the same seller during the same session, but the character may attempt to find another seller. This requires time and possibly a related Skill Check (Gossip, Networking, Connections, Common Knowledge, etc.) to do so, both at the GM’s discretion. If there is only one such item the character wants (buying a particular store front), then the check cannot be retried until the next session, and the GM may require some in-game rationale for the change in the character’s ability to purchase the item, such as a Windfall.
Haggling: A successful Persuasion roll immediately prior to a Wealth Check gives the character a +1 on that check, +2 with a Raise. But a failure results in a -1 penalty.
Major Purchases: A character can make three major purchases per session. What constitutes a major purchase depends on their Wealth:
- *D4-2 -Cheap
- *D4 -Normal
- *D6 -Pricy
- *D8 -Expensive
- *D10 -Very Expensive
- *D12 -Extremely Expensive
Each value category of an item above the listed major purchase category counts as an additional major purchase. Consequently, you gain twice the purchases of items below your level. For example, a character with d4 Wealth a Normal item would count as one major purchase, a Pricy one would count as two, while a single Expensive Item would use all three major purchases for the session.
Debt: Whenever a Wealth Check fails with a result of 1 or above, the character can opt to acquire the item anyway, but incurs a point of Debt. Debt serves as an ongoing penalty to your Wealth Checks. One point of Debt can be removed for each session you do not make any major purchases, or by spending Windfalls points. If a character has four or more points of Debt, he should probably be on the lookout for “collectors”, possibly even gaining a minor Wanted Hindrance temporarily. A character can gain a quick +1 bonus on a Wealth Check if he is willing to overextend himself. When purchasing the item, he immediately gains one point of Debt, in addition to any gained for a failed check.
Windfalls: Characters may sell or barter resources they acquire the course of play, or even ones they already own. This can temporarily increase their Wealth in the form of Windfall points. The GM gives the Windfall a value category like any other item (Cheap, Normal, etc.), then compares the Windfall category to the character's major purchase category to determine the points gained: Windfall category is less: No bonus Windfall category is equal: +1 Windfall category is one step above: +2 Windfall category is two steps above: +4 Windfall category is three steps above: +6
Windfall points can be used to gain a bonus on a Wealth Checks, though they are not actually spent unless the item is purchased. Not all points need to be used at once. Major purchase limits must still be observed, regardless of the bonus applied (i.e., a character with d4 Wealth is still limited to two Cheap or one Normal purchases per session.) Windfall points can also be spent to remove Debt points on a one to one basis. Four Windfall points may be exchanged for an additional major purchase during the session. For sharing Windfalls amongst party members, reduce the Windfall’s value category one step and determine the number of points for each character as normal.
Multiple Items: Groups of similar items should be made as a single purchase. Five or more items give a -1 penalty to the Wealth Check. Ten or more will bump the Cost category up one. Multiply these values by 10 for each higher Cost category. So buying five Cheap items lowers the Cheap bonus from +2 to +1. Buying 10 makes it a Normal Item purchase. 50 adds a -1; 100 makes it an Expensive purchase. For Windfalls, each factor of 10 increases the category one level, so ten Normal items are considered Expensive, and 100 are Very Expensive. For game purposes, Windfalls are an abstract unit and items cannot be split up to gain additional bonuses. Unless the selling/barter process is important for role-playing, Windfall points for the group of items should be assigned immediately and the items themselves considered no longer in play.
Starting Characters Gear: A character starts with one set of Clothing equal to his Status. Then they are allowed three additional items up to their Wealth level in Major purchases without making a check. Any choices of a category one lower than their Wealth count as ½ a purchase, two lower as ¼ (at character creation that is about as low as one can go for these choice; any lower counts as ¼ item). One item maybe purchases at their Wealth level +1 but uses up two ‘additional’ item choices, or it can be used to purchase an item at their Wealth level +2 but use all their additional choices. Characters then make up to 3 Major purchase as they normally could during a ‘session’ but with the following conditions; failed rolls do not allowed retries or debt.
A starting characters could also use a Minor Hindrance to gain a “Wealth Boon” that grants them Three Major Purchase at their base Wealth level. For this setting, those with a Cohort Badge or Imperial Charter also gain up to two pieces of VE weapons or armor of choice granted by the Order.
Within the “Company of the Phoenix” the heroes have all recently joined together as a group of new Questing Knights for the new Emporer Alexius Hawkwood (the Pheonix Emperor), setting out to explore the Known Worlds and beyond in his name.
- * Spend 6 points for Attributes and 14 points for Skills (including the base starting skills).
- * Pick a Race: Most should be Human but others might include the Ur-Obun (spiritual and peaceful), Ur-Ukar (warrior culture that live underground and ritually scare their bodies) and the Vorox (large, six-limbed aliens that most considered barely sentient).
- * All Human gain a free Edge (most still qualify for) and 2 additional starting Skill points.
- * Pick a Faction: character gain either the Commission, Noble or Ordained faction edge for free. Characters wishing to play a Freeman instead gain one addition Background Edge for free but their Status and Wealth levels are 2 (d4) . Non-Human characters that choice a faction must also take the Minor influence Hindrance to reflect their status within these groups (they are not fully accepted).
- * All characters with a Faction Edge also gain either the Imperial Charter (if a Noble) or Cohort Badge (if a Priest or Guildsman) for free.
- * All characters start with the Tech Recognition edge for free.
- * Then choose your Hindrances. These can be spent as normal per SWA. A character can also spend a Minor Hindrance to take a ‘Wealth Boon’ (see Characters Gear in the Wealth above).
- * Arcane Backgrounds – the only two types of Arcane Backgrounds allowed within the Known Worlds are Psychic and Theurgist. Psychic uses the Psionic skill and while rare are not unheard of. Theurgist uses the Faith skill and generally limited to those with the Ordained faction but there are others. The Church frowns on this greatly and have outlawed most uses by non-Priests. There are other NPC only Arcane Backgrounds but they are considered evil and illegal.
THOSE WHO DIFFER -ALIENS
A spiritual and peaceful alien race, the Ur-Obun are one of the two races known as the “Children of the Ur”. Having a close connection with the Anunnaki they called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical society. One of the only two near-human races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are recognizable as being very similar to humanity but have dark pupil-less eyes and an almost golden hued skin. Their home planet Velsimil is controlled by Hawkwood.
- * Spiritual : base Spirits of d6 and a maximum starting of a d12+1
- * Gifted Psychics : if the character starts with an Arcane Background they automatically gain +5 Power Points and gain either a +2 to their Faith or Psionic skill.
- * Night Vision : no penalties for darkness, except in Total Darkness.
- * Pacifism (Minor) [-1]: as Hindrance
- * Languages: Obur (spoken and written), Urth (spoken and written)
Along with the Ur-Obun, the Ur-Ukar are one of the two races recognized as “Children of the Ur”. They hold a close relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun home world after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically accustomed to living underground and in the dark. Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition. These qualities made them very popular in the media for a time. They are recognizable by their pale coloring and extensive body scarification.
They share the black eyes of the Ur-Obun, as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms.
- * Agile : base Agility of a d6 and a maximum starting of d12+1
- * Gifted Psychics : if the character starts with an Arcane Background they automatically gain +5 Power Points.
- * Fighters : base Fighting skill of a d6 and maximum starting of d12+1
- * Thermal Vision : halve all darkness penalties including total Darkness (max -2). Including invisibility, etc.
- * Disturbing (Minor) [-1]: the ritual scarring and body tattoos of an adult Ur-Ukar can be disturbing for most Humans. Treat as the Outsider (Minor) Hindrance.
- * Languages: Obur (spoken and written), Urth (spoken and written)
Standing nearly ten feet tall, covered in shaggy orange fur, a lupine shaped head and six muscular arms/feet ending in highly venomous claws it's no wonder that Vorox are considered the most ferocious sapient in the Known Worlds. However the church recognizes them as having a soul closest to that of humanity. The distinction lies between the feral vorox and those who have been civilized. The Vorox hail from the planet of Ungavorox, a House Li Halan fief. "Wild" Vorox are never let off the planet by their Li Halan overlords, a practice dating back to the Second Republic. Only civilized Vorox, those that have undergone a special training program and had their poisoned claws removed (with the exception of the local nobles, who are allowed to retain one, non-poisonous claw as symbol of their office). Civilized and feral Vorox typically disdain each other. The main Vorox social unit is the Angerak, the pack. Packless Vorox eventually go insane, and most who travel off world form at least a temporary Angerak with trusted human and alien companions. The Vorox are officially headed by a king under the authority of the Li Halan, although he is not recognized by the wild packs of feral Vorox dominating the jungle regions that cover most of Ungavorox.
- * Very Strong : start with a base Strength of d8 (max starting of a d12+2)
- * Multi-Limbs : with six limbs, two that can be used as either extra legs or arms. If used as arms for weapons treat it as Two-Fisted or grants +2 to Grapple checks, or if used as legs adds +2 to Base Move. This stacks if they take the Two-Fisted Edge (can use three weapons, without suffering multiple action penalty) or Fleet Footed (Base Pace increase from 6 to 8/10 when using their middle limbs for movement and their Run die increases from d4+2 to d6+3/d8+4)
- * Size +3 : +3 Toughness, +1” natural Reach and +1 to Intimidate but -1 to Stealth skills.
- * Big [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. by 100% to eliminate penalty. Also spends 100% more for food and life support due to increased consumption.
- * Clumsy (Major) [-2]: vorox are not agile and it costs is doubled to raise their Agility above a d6.
- * Primitive (Major) [-2]: vorox do not gain the Tech Recognition edge for free and cannot take it at character creation.
- * Languages: Uth (spoken and written), Voroxen (spoken)
NEW AND MODIFIED HINDRANCES AND EDGES
- Disallowed Edges – Aristocrat, Artifcicer, Gadgeteer, Wizard.
- Allowed Edges from SWR – Battle Hardened, Combat Sense (Improved Combat Sense), Cyber-Psychic Alignment (Improved Cyber-Psychic Alignment)
- Allowed Hindrances from SFC – Low Tech
- Allowed Edges from the SFC – Cyber Tolerant, Atmospheric Acclimation, Gravity Acclimation, Rocket Jock (updated Cyborg and Gear Up, see below)
- Allowed Edges from the SPC – Team Leader (updated, see below)
- POVERTY (Minor/Major): This hindrance can be taken a character of any Status, lowering their Status’s base wealth by one step (for Minor) or two steps (for Major). If the character later raises his Status, the wealth raises but is still one or two level lower. The character must first buy off this hindrance before increase his Wealth. Finally, characters gain one less Major purchase (so 2 instead of 3) at character creation and per session. Note minimum Wealth level is 1 (D4-2).
- ACTIVIST (Minor): The character has a -2 penalty to Persuasion check while interacting with those who possess differing viewpoints (as Outsiders) and mutants.
- COCKY (Minor): some folk just don’t know when to brag and when to act. The character’s first round of combat must be spent announcing how great he is or the doom of those whom oppose him (and counts as a standard Action). To act normally instead, costs a Benny.
- GARRULOUS (Minor): you are particularly loose with your money. Unless you spend a Benny, you make one less Major purchase each game session (and you start the game with one less Major purchase).
- GLASS JAW (Minor): you have a glass jaw and can’t take a solid hit. You suffer -2 penalty on Soak rolls.
- JINGOISTIC (Minor): Believes in the superiority of Imperium. Your Leadership Edges may not be used when dealing with anyone not of the Empire of Man (human, mutant or alien) along with suffering a -2 to Persuasion checks against non-Imperial entities.
- OCCULT WEAKNESS (Minor/Major): Cannot have AN Arcane Background or Arcane Resistance. Minor suffer -2 to Toughness and any Roll to resist or soak Occult powers. Major suffer -4 to Toughness and to any Roll to resist or soak Occult powers.
- BLACK SHEEP (Minor) [requires Commission, Nobility or Ordained edge]: The character is not in good standing with his or her faction and is ostracized by it. The character suffers a -2 to any Claim of Hospitality and when using their Connections or when Networking within their faction.
- BASTARD (Minor or Major) [requires Nobility edge]: Depending on their relationship with their parent a bastard child of a Noble House, a bastard child may be granted some advantages of the house or maybe ignored and left to fend for themselves in all things. As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
- EXILE (Major) [requires Commission, Nobility or Ordained edge]: The character was once a member of one of the great factions but due to some past misdeed they have been cast out (fired from their Guild, disowned from their Royal House, or excommunicated from the Church). The character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
- EXTINCT FACTION (Minor or Major) [requires Commission, Nobility or Ordained edge]: The character faction has gone extinct; either having been destroy by outside factors (wars, subterfuge, etc.) or some internal factor (gone blacklisted due to mismanagement or theft, heresy, hostile takeover or buyout, etc.). As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
- MINOR INFLUENCE (Minor) [requires Commission, Nobility or Ordained edge]: The character is a member of a minor order or Alien member of a greater order but does not gain the level of bonuses afford to greater Factions. The character has the same status level and wealth but suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty.
- BRAWNY does not increase your Size. All other benefits still apply.
- RICH: Increase your Wealth level and die by +1 over your Status level. You gain one additional major purchase per session (and one additional item at Character Creation).
- FILTHY RICH: You increase your Wealth die an additional +1 over your Status level but to a maximum of 6/d12. You gain one additional major purchase per session (stacks with Rich, so two additional automatic Major Purchases).
- TACTICIAN instead, at the beginning of combat, make your Battle roll. With a Success, draw one card. This card can be used at any time by one of your Allies as an extra action during this combat.
- TEAM LEADER also, any allies in your command area count as one addition adjacent ally for the purpose of determining Gang Up bonuses. This still can’t exceed the normal maximum Gang Up bonus of +4.
NEW BACKGROUND EDGES
- COHORT BADGE [Ordained or Commissioned, Status 3+, cannot have a major Faction Hindrance]: The character is an imperial cohort, and aide-de-camp to one of the Emperor’s Questing Knights. The character gains a +1 to Persuasion skill checks with Imperial agents and most of the common people. They can also draw on Imperial Stores and gain one additional major purchase a session and they may now make a Claim of Hospitality with Imperial Agents and other Factions. Cohorts can cross bounties free of taxation and are granted free consul from any prosecution. Cohorts must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order or the Emperor.
- CYBERNETIC IMPLANTS [Novice]: this edge maybe purchased more than once, each time grant the character 4 points for cybernetic abilities but each time this Edge is taken the character suffers a -1 to Persuasion skill checks as they become less ‘human’ (even if the cybernetics are hidden). Minor cybernetics, like an artificial heart or hand that have no game effect, don’t require this edge.
- GEAR UP [Novice, cannot have the Poverty hindrance]: gain Four Expensive, or Two Very Expensive or One Extremely Expensive item(s).
- IMPERIAL CHARTER [Nobility, Status 3+, cannot have a major Faction Hindrance]: The character has joined the Emperor’s new Order of Question Knights. Granted only to characters of Noble Birth, this is one of the most powerful Knightly Orders within the Known Worlds. Knights gain a +1 to Persuasion with anyone who holds the Emperor in good stead. A knight may inspect public Church and League records (but not private ones) and may cross feudal boundaries free of taxation. They are generally immune from prosecution although charges can be brought up with the Imperial Court. The character can also draw on Imperial Stores and gain one additional major purchase a session and gains a +2 to Status when making a Claim of Hospitality with Imperial Agents and can make a basic Claim with any other Faction. Knights must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order.
- MINOR RELIC [Novice, Wealth 4/d8 or Connection]: begins with an item(s) worth Minor Relic cost.
- NOBEL CLAW [Novice, Noble faction, Vorox]: as a noble Vorox you were allowed to keep one of your species poisons claws. Damage STR+d4 and living target must make a Vigor check or be Distracted and Vulnerable until the end of its next turn.
- XENO-EMPATHY [Novice, Smarts d8+]: you have studied and have an understanding of peoples not of your race. You no longer suffer the misunderstanding penalties when dealing with Xeno races.
NEW COMBAT EDGES
- HEAVY MELEE MASTER [Novice, Strength d8+, Fighting d6+]: you training allows you to wield a two-handed weapon in one hand. You must still have the weapon's Strength Minimum.
- HEAVY WEAPON TRAINING [Novice, Shooting d6+]: you can operate heavy mounted weapons without the normal -4 penalty for firing such weapons in combat (see WEAPONS)
There are three major factions within the Known Worlds – Nobles, whom rule over the lands and the peasants, the Church whom protect the minds and souls of the people, and the Guilds whom control industry and trade. Each via for control of not only their own spheres of interest against other factions within their domains (The Hawkwoods and the Decados have a long standing rivalry, while the Avesti and Eskatonic Orders are constantly at each other’s throats), they also via with the other the other faction for more control or arguments over who controls what (for example the Noble Houses and various Guilds often bicker what technology they can use and the Church tries to discourage both from relying on it too heavily or distributing too much to the common people, etc.). Most characters should belong to one of these factions as they provide protection and status within the Known Worlds. A character whom chooses not to take one is considered either a Freeman (if Human) or a Vassal (if an Alien). They gain no bonuses but are allowed some limited freedoms out the Factions.
- COMMISSIONED [Novice, Guild Member]: You have a Merchant League Guild commission, and considered a Guilds-Men (Base Status and Wealth of 3). You have the equivalent of the Connected edge within your own Guild and can make Claims of Hospitality within the Merchant League. Within the Guild there are five major chapters that each grant its members special training (and bonuses to certain skills)
- *Charioteers: +2 to either Boating, Drive or Pilot and +2 Tech Use.
- *Engineers: +2 to either Repair or Tech Use and +2 to either Science or Think Machine Chant.
- *Scavers: +2 to Gambling and +2 to Thievery
- *Musters: +2 to Athletics and +2 to Intimidate
- *Reevers: +2 to either Intimidate or Persuasion and +2 to Research
- HIGHER STATUS [Novice, requires Commission, Nobility or Ordained edge]: Your character is of a higher status and wealth within his or her Faction. Increase your Status and Wealth level by +1 (generally to 4/d8 unless modified with other Hindrance, Edge or Raises)
- GREATER STATUS [Novice, requires Commission, Nobility or Ordained edge Higher Status]: You have even more power and responsibility within your faction. Increase your Status and Wealth level by an additional +1 (generally level 5/d10).
- NOBILITY [Novice, Noble Born]: The character is a member of a noble house (Base Status and Wealth of 3). The character has the equivalent of the Connected edge within their own Family’s House and can also make a Claim of Hospitality with other Noble Houses of the Known World. Each House specially trains its members in a variety of fields, focusing on what the House Elders had deemed important in days past.
- Hawkwood: +2 to either Academia or Battle and +2 to either Intimidate or Persuasion
- Decados: +2 to either Intimidate or Taunt and +2 to either Stealth or Thievery
- al-Malik: +2 to Persuasion and +2 to either Academia or Research
- Li Halan: +2 to Academia and +2 to Persuasion
- Hazat: +2 to Battle and +1 to either Fighting or Shooting
- ORDAINED [Novice, Church Member]: The character is an ordained minister of the Universal Church, protector souls and bringer of light (Base Status and Wealth of 3). The character of the equivalent of the Connected edge within their Order and can make Claim of Hospitality within the Universal Church. Each Order focuses on various studies that they deem most import for their priests before being sent out among the disciples.
- Urth Orthodox: ++2 to Academia and 2 to Persuasion
- Brothers Battle: +2 to Athletics and +1 to either Fighting or Shooting
- Eskatonic Order: +2 to either Academia or Survival and +2 to either Occultism or Persuasion
- Temple Avesti: +2 to Intimidate and +2 to Occultism
- Sanctuary Aeon: +2 to Healing and +2 to Persuasion
NEW LEADERSHIP EDGES
- BORN LEADER [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.
- MOVE IT MISTER! [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)
- STRATEGIST [Heroic, Command, Tactician]: as Tactician but gain +1 additional Cards with each raise.
NEW PROFESSIONAL EDGES
- ARMOR MASTER [Novice, Strength d6+, Fighting d6+]: Count the weight of any armor that he is wearing as one-half for Encumbrance. The character also ignores the skill penalty to Athletics and only suffers one-half (round down) to Stealth while wearing armor.
- BODYGUARD [Novice, Vigor d8+, Fighting or Shooting d8+, Notice d8+]: Trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, can make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful roll, move the bodyguard into the line of fire and apply any damage to him but now with a +1 Toughness (and +1 if you try a Soak roll but only vs. this attack), instead of the original target. This does not count as an action for the Bodyguard round, but can only be done once a round.
- COMMANDO [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
- ELITE EXPLORER [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
- ENGINEER SAVANT [Veteran, Smarts d8+, Tech Master, Tech Recognition, Electronics d6+, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Electronic, Repair, Science, Tech-Use and Think Machine Chant skill rolls.
- GAMBLER [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
- INFILTRATOR [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.
- STOIC BODY [Novice, Vigor d8+]: Various trainings in preserving the body and controlling its responses to the environment. You may ignore one level of Fatigue penalties.
- STOIC MIND [Novice, Spirits d8+]: Various trainings strengthening the mind, +2 to resist psychic mind based attacks or powers, Taunt, Smart based Tricks and Intimidation test of Wills.
- TECH RECOGNITION [Novice]: You have some training in the current technology of your era, allowing you to work on modern and advanced technological devices. You cancel 2 points from Tech Redemption to technology related rolls including Electronics, Repair, Science, Tech-Use and Think Machine Chant.
- MASTER TECH [Novice, Smarts d6+, Tech Recognition, Tech-Use d6+]: This character has a natural affinity for working with machines and technology. You cancel out the full -4 penalty with Electronics, Repair, Science, Tech-Use and Think Machine Chant rolls due to Tech Redemption.
- VOID TRAINING [Novice, Pilot d6+, Tech-Use d6+]: You have been at least partially trained on how to pilot voidcraft. This means that you do not suffer the additional -2 to Piloting and Tech Use skill when used with any type of Void craft (due to their additional complexity). Also, you do not suffer the normal unstable platform penalty in zero-g environments.
Within the Known Worlds there are two forms of Arcane Backgrounds (or Occult Powers) that are fairly accepted and understood – Psychic Powers (often called Wild or Natural Powers of the Mind) and Theurgist Powers (often called Holy or Orthodox Powers of the Soul). There are rumors of Sorcery most foul, granted to those who would deal with the Daemons of the “dark places between the stars” and Witchcraft (Natural or Charm Powers) but the Church ruthlessly suppresses these forms of arcane power and the people rightly fear them.
Allowed Powers of Arcane Background (Theurgist): Arcane Protection, Banish, Barrier, Blind, Boost/ Lower Trait (must be purchased separately), Confusion, Deflection, Detect/Conceal Arcane, Dispel, Divination, Drain Power Points, Elemental Manipulation, Empathy, Environmental Protection, Fear, Havoc, Healing, Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection, Relief, Sloth/Speed (must be purchased separately), Slumber, Sound/Silence, Speak Language, Stun
Each order within the Orthodox also has access to a few additional powers…
- Urth Orthodox: Dark Sight, Farsight, Protect Thoughts*, Suggestion*
- Brother Battle: Smite, Warriors Gift
- Eskatonic Order: Farsight, Intangibility
- Temple Avesti: Bolt (fire only trappings), Smite
- Sanctuary Aeon: Resurrection
Allowed Powers of Arcane Background (Psionic): Arcane Protection, Barrier, Blast, Blind, Bolt, Boost/ Lower Trait (must be purchased separately, Boost is self only), Confusion, Damage Field (self only), Dark Sight (self only), Deflection, Detect/Conceal Arcane, Disguise, Dispel, Drain Power Points, Elemental Manipulation, Empathy, Environmental Protection, Farsight (self only), Fear, Havoc, Healing (self only), Illusion, Invisibility (self only), Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Project Thoughts*, Protection (self only), Puppet, Relief (self only), Sloth/Speed (must be purchased separately, Speed is self only), Slumber, Smite, Sound/Silence, Speak Language, Stun, Suggestion*, Telekinesis.
- Rank: Novice
- Power Points: 2
- Range: Spirits x2
- Duration: Instant
- Trappings: Send Thoughts, Telepathic Message
Project Thoughts allows you to send out a message to one person within your Spirits x2 areas. You don’t need to see the person in order to send your thoughts but you have to be familiar with the target and have a general idea of where they might be. Also any resisting target gets a Spirits test to resist your initial roll to use this power. Generally this can only be a short message. * Additional Targets: The same message can be sent to additional targets for every additional Power Point.
- Rank: Novice
- Power Points: 2
- Range: Smarts
- Duration: Instant
- Trappings: Wyrd Voice
Suggestion allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Faith or Psychic vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Faith or Psychic test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Your target gets a Notice check (-4 if you scored a raise on your Faith or Psychic) to avoid surprised. If successful the target of your suggestion does not notice your Stigmata. * Additional Targets: The same suggestion can be sent to additional targets with range for every additional Power Point. Each resists the suggestion separately against the original test.
Anytime Occult Powers are used, there is a physical manifestation of it, either upon the psychic or his or her surroundings. For example a priest using his Theurgist abilities glowing with a soft inner light for all to see, or the area around a psychic filled with a ghostly breeze and unanswered whispers. Anyone with Occult abilities should choice a Stigmata for when they use their powers that reflects their personality and roles…
Some Stigmata Examples...
- Glowing (any color) eyes
- You speak in a loud eerie voice
- Unnaturally cold breeze affects the area Holy light or glow surrounding your body
- Whispering chanting and praying can be heard in area
- Bleeding lashes appearing on your back or arms
- Bleeding out of your eyes and ears or mouth
- Swirling winds seem to blow around you
- Light seems to darken, shadows deepen You speak in tongues in a loud and eerie voice
GEAR AND EQUIPMENT
Cost Notes – Cheap (C), Normal (N), Pricy (P), Expensive (E), Very Expensive (VE), Extremely Expensive (EE), Minor Relic (MR), Relic (R), Significant Relic (SR), Greater Relic (GR), Artifact (A)
CLOTHING AND PROTECTIVE GEAR
- Lower-class Clothing or Coveralls: peasant work and relaxation wear. Wt. 6lbs, Cost C
- Middle-class Clothing: everyday faction work and casual wear. Wt. 6lbs, Cost N
- Upper-class Clothing: non-formal dress of the great factions. Wt. 6lbs, Cost P
- Royal Clothing: regal wear, heavy and bulky but add +1 to Persuasion and Status checks in appropriate situations. Wt. 16lbs, Cost VE
- Shift Fabric: clothing that can change colors and ‘design’ with one’s mood, etc. Adds +2 Persuasion and Status checks in most situations. Wt. 6lbs, Cost EE
- Camouflage Uniform: in correct environment grant +1 to Stealth checks but -1 to checks in all others areas. Wt. 6lbs, Cost N (patterns include forest, artic, jungle, urban, etc.)
- Night Cloak: a cloak that absorbs ambient light and grants +2 to Stealth checks but only it at least Dim light situations. Wt. 4lbs, Cost E
- CamoSilk: this full bodyglove changes patters with background, grants +2 to Stealth checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the bonus to stealth, just a normal roll). Wt. 4lbs, Cost VE (E cell) (Restricted).
- Hiking Boots: grant +4 against Fatigue caused by long journeys on foot. Wt. 3lbs, Cost N
- Backpack: carry up to 60lbs of gear. Wt. 3lbs, Cost C
- Desert Suit: collects water and protects against heat and can provide up to a gallon a water a day in most deserts (see Environment). Wt. 8lbs, Cost E
- Winter Clothing: basic winter clothing for cold environmental. Wt. 8lbs, Cost N
- Winter Suit: advanced artic gear, this ignores all but the most server of cold environmental conditions. Wt. 12lbs, Cost P
- Clip/Drop Harness: magnetic/hook safety line grant +4 with Athletics (Climbing) skill, but double the time required. Wt. 4lb, Cost P (N cell)
- Filtration Plugs: simple plugs that are worn in each nostril. Grant +2 against inhaled toxins and poisons, along with hazardous atmospheric conditions. Wt. nil, Cost C
- Rebreather: a gas mask that cover the whole head and includes large shattered resistant goggle. Grant +4 against inhaled toxins and poisons, low or high pressure and hostile atmospheres. However limits vision. Wearer suffers a -1 Notice. Wt. 1lb, Cost N (C for 4 replacement filter).
- Aquamask: an advanced full face mask allows wearer to breath underwater. Wt. 1lb, Cost P
- Environmental Suit: combines the functions of both desert and winter suits with a rebreather mask. Also grants +4 to resist radiation damage. Can be torn or ripped (3-4 damage depending). However limits vision. Wearer suffers a -1 Notice. Wt. 15lbs, Cost E
- Wet Suit: skintight wetsuit and air tank for up to four hour underwater, advantage with saving throws against cold and pressure environmental conditions. +2 to Athletics tests when swimming. Oxygen tank lasts 4 hours and costs N to refill (taking 30 minutes to re-fill). Wt. 10lbs (tank is 6lbs), Cost P
- Squawker: head-set ear and throat mik, 5 miles max range under perfect conditions. Wt. 1lb, Cost N
- Whisper Pin: ear and pin mik, 5 miles max range under perfect conditions (Subtle). Wt. ½lb, Cost E
- Starlight Vox caster LRCD: backpack box with satellite uplink unit, range with satellite routing planetary, otherwise 50 miles. Wt. 10lbs, Cost VE
- Image Lantern: holographic projector, com-unit. Wt. 10lbs, Cost EE
HAND HELD SCANNER
The following all require Tech-Use checks.
- Auspex Sensor Suite: advanced hand scanner that uses optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes a -4 or greater penalty on check. Within 30” (60 yards) and a Tech Use check can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. -2 to the check for every 5” (10 yards) targets outside of optimal range. Raises determine more detailed information. Wt. 4lbs, Cost EE
- Cybernetics Detector: hand-wand unit used to detect implanted cybernetics. The user makes a Tech Use check within 2” (4 yards). A Raise user gains targets’ Stain level and basic info on cybernetics, additional raises will gives more detailed info. Wt. 2lbs, Cost P.:
- Electronic/Radio Transition Detector (bug detector): hand-wand unit to active radio transmission, active scan, listening devices, etc. within 10” (30 yards) with a Tech Use check. Each 2” (4 yards) farther away -2 to check. Wt. 1lb, Cost P.
- Explosives Detector: hand-wand unit that detects explosives. The user makes a Tech Use check within 2” (4 yards). Wt. 2lbs. Cost P
- Giger Counter: this is a simple disposable pocket detector that determines the base radiation level and automatically informs the user. Wt. ¼lb, Cost C
- Medscanner: a small hand-held wand. User can make a Tech Use check to determine ‘standard’ diseases, poisons, and conditions. Rare or unique ones will a Raise. A successful check grants +2 to Heal checks. Wt. 2lbs, Cost P
- Motion Detector: hand sensor for detecting movement. User makes a Tech Use check within 30” (60 yards), -2 for every 2’ (4 yards) beyobd. This check ignores lighting obscure and light cover obscure. Heavy cover obscure imposes -4 on the check. A targets that uses the Run action grants +2 on check while those standing still (Pace 0) impose -2. Wt. 3lbs, Cost E
- Weapons Detector: hand-wand unit to detect concealed weapons, although higher tech weapons are easier to sense. Within 2’” (4 yards) a Tech Use check will detect any high tech weapon, a Raise it will detect ‘stealth’ weapons and a second Raise will detect primitive weapons. Wt. 2lbs, Cost P
- Pen-Light: small battery-powered hand or helm mounted light up to 50ft. Wt. ½lb, Cost N
- Flashlight: hand-held, out to 200ft. Wt. 1lb, Cost C
- Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. Wt. 2lbs, Cost EE
- Elixir: tissue regen serum. Heals 1 lethal injury Wound immediately and then allows four “recovery” checks, one every minute after that. Cost VE (for a four dose vial)
- Expedition Medpac: advanced medpac (+2 Heal rolls and halves time required). Wt. 2lbs, Cost E
- Medpac: basic medpac (generally required to make unmodified Heal check). Wt. 1lb, Cost N
- Nanotech Medpac: super-advanced medpac (+2 Heal rolls, halves time required and grants an extra Soak check by the receiver at +2). Wt. 4lbs, Cost EE (5 uses before it needs to be re-charge for E cost)
TOOLS AND POWER
- Mech Tools: required for mechanical craft and devices Repair checks. Wt. 25lbs, Cost E
- Volt Tools: required for electrical systems and devices Repair checks. Wt. 2lbs, Cost E
- Hi-Tech Tools: there are two basic kinds of Hi-Tech Tools, each give a +2 to related Repair and Knowledge checks. Energy/Power Source Kit, Wt. 25lbs, Cost E; Stardrive Kit, Wt. 50lbs, Cost EE)
- Generator: a gas-powered generator can run electric lanterns, minor gear, etc. Wt. 40lbs, Cost P
- Fusion Generator: a fusion generator can recharge weapon batteries, energy shields, etc. Wt. 15lbs, Cost EE
- Gen-Lock: scan genetic code of owner before lock will open (Think Machine -6). Wt. 1lb, Cost VE
- Mag-Lock: magnetically sealed-locks (Think Machine -2), Wt. 2lbs, Cost E
- Scrambler Pad: Random Key-Pad lock (Think Machine -4). Wt. 2lbs, Cost E
- Wellesley Lock: base lock (Lockpicking -2). Wt. 2lbs, Cost N
THINK MACHINES (Computers)
The Church frowns on machines that rob man of his unique place in the universe and as such many of these machines are not as smart as they should be. Cost also tends to be higher. The following are standard are palm size (Wt. 2lbs). Desktops are larger are also available but not really portable.
- Accountant: tracking of costs and profits, pocket secretary journal unit included. Cost E
- Mapper: roll-out clear plastic map-board hand wand, with GPS built in (d12 to Common Knowledge on location, etc.). Cost E
- Facial Scanner: recognize facial features even through disguises (Notice d10 vs. Disguise). Cost VE
- Hierarchy: wrist personal data management computer (Photographic recorder and data). Cost E
- Library: stores lots of lore in a hand-help unit (Academia d8, Electronics d6, Science d6, Tech Use d8, Think Machine d8). Cost VE
- Advisor: A.I. that can ‘think’ and fairly illegal (Smarts d10, Photographic Memory, Academia d10, Electronics d8, Science d610 Tech Use d10, Think Machine d10). Cost MR
OCCULT AND THEURGIST ITEMS
- Focus Crystal: minor psychic focus (+1 to one specific Occult/Psychic power). Wt. ½lbs, Cost E
- Greater Focus Crystal: large psychic focus (+1 to all Occult/Psychic powers). Wt. 1lb, Cost VE
- Blessed Weapon: melee weapon blessed by a Saint or important figure (‘supernatural’, can affect Incorporeal beings and +1 to attack and damage) Cost VE
- Greater Blessed Weapon: as base but +2 to attack and damage and AP-2. Cost MR
- Minor Relic: some minor religious icon or vestments (+1 to one specific Theurgist occult power). Wt. 1lb, Cost E
- Greater Relic: some important religious icon (+1 to all Theurgist occult powers). Wt. 5lbs, Cost VE
Cybernetics in the Fading Suns setting are fairly common among certain classes (especially within the Engineering Guild and the Guild itself) but are otherwise extremely rare in most ‘polite’ society. People have been taught for a very long time that cybernetics are evil or misguided at best and there is a heavy social stigma for obvious cybernetic attachments. On some worlds its outlawed to even have an artificial heart or hand replacement.
Cybernetic require surgery and hospitalization. This should generally cost VE for each Strain Level.
The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. Systems marked with an asterisk (*) require the Core Electronics Package.
BIO ENHANCEMENTS AND REPLACEMENTS SYSTEM
- Adrenal System (1): +2 to recover from Shaken or Stunned, Edges stack. Strain 2, Cost EE
- Armor Plating (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost E
- Bionic Strength Augmentation (4): Raise Strength one die step. Strain 1/level, Cost E
- Cyber-Wired Reflexes (2): Raise Agility one die step. Strain 1/level, Cost VE
- Extra Set of Arms (1): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (Minor). Strain 2, Cost EE
- Internal Life Support (1): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost EE
- Fusion Power Cell (1): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge power and energy clips. Strain 2, Cost EE
- Nano-Repair System (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. Strain 2, Cost EE
- Reinforced Frame (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost EE
- Secret Compartment (U): Holds three grenades or a pistol; –4 on Notice checks to find it, unless the searcher is familiar with cyborgs. Stain 1/level, Cost P
- Synthetic Organ Replacement (3): Raise Vigor one die step. Strain 1/level, Cost VE
- Embedded Combat Coding (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. Strain 2/level, Cost EE
- Hand-to-Hand Reaction Wiring (1): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 1, Cost VE
- Range Data System (1): Ignore two points of penalties to all Shooting checks, requires the Optics Package Strain 1, Cost VE
- Targeting Eye (1): Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package. Strain 1, Cost VE
COMMUNICATION, DATA, AND SENSORY SYSTEMS
- Core Electronics Package (1): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Strain 1, Cost VE
- Audio Package* (1): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges. Strain 1, Cost VE
- Environmental Sensors* (1): Detect disease, poison, and radiation—roll Notice within 24", +2 to Notice within 12". Stain 1, Cost EE
- Expanded Detection and Security Array* (1): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge. Strain 1, Cost VE
- Language Translator* (1): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step. Strain 1, Cost VE
- Optics Package* (1): Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes and effects. Strain 1, Cost EE
- Signal Booster* (1): 100-mile range radio, +2 Survival (navigation) rolls. Strain 1, Cost E
- Vehicle Interface Package* (1): Grants +2 to related Boating, Driving, Piloting, and Electronics checks. Strain 1, Cost EE
- Wilderness Scout Package* (1): Grants +2 to all Survival rolls. Strain 1, Cost VE
- Aquatic Mode Upgrade (1): Move at full Pace when swimming, can breathe underwater, and suffer no submerged penalties to actions. Strain 1, Cost VE
- Booster Jets (1): Miniature rockets—Jump +4” horizontal, +2” vertical. Strain 1, Cost VE
- Climbing Package (1): Grapnels and spikes, +2 to Athletics (climbing) rolls. Strain 1, Cost E
- Leg Upgrades (5): Each upgrade grants +2 Pace and +1" Jumping distances. Strain 1/level, Cost VE
WEAPONS AND TOOLS
- Built-In Close Combat Weapons (U): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25lb, increase weapon cost by +2, minimum P. Strain 1/level, Cost E plus weapon cost
- Built-In Ranged Weapon (U): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 50lb, increase weapon cost by +1, minimum E. Strain 1/level, Cost VE plus weapon cost.
- Gen-Lock Hand (1): Grants +2 to Thievery (Gene-Lock) checks. Strain 1, Cost EE
- Lockpick Fingers (1): Grants +2 to all Thievery (lockpicking) checks. Strain 1, Cost E
- Mag-Lock Hand (1): Grants +2 to Thievery (Mag-Locks) checks. Strain 1, Cost VE
- Ultimate Walking Tool Kit Package (1): The ’Borg is a walking multi-tool— grants +1 to Repair, Electronics, and associated Thievery rolls. Strain 1, Cost E
WEAPONS AND ARMOR
NOTES: The following upgrades can be added to weapons types…
- Advanced Alloy Melee Weapon: added to any bladed/cutting or stabbing weapon found in SWA pg. 72.. Adds +1 to damage and increase AP-2. Increase cost by +2 steps. Could be used for arrows and bolts also. Cost P for 20.
- Masterwork: weapons add +1 to Fighting, Shooting or Athletics (Throwing) depending on weapon type. Increase cost +1 step (minimum E)
- Mastercrafted: add +2 to attack type and +1 to damage. Increase cost by +2 steps (minimum VE)
Melee Medieval and Modern Weapons can use the charts and cost from SWAE pg. 72, along with Ranged Weapons and Black Powder Weapons costs from SWAE pg. 73. Use the Firebird as $ for making Wealth checks. Most will counts C (under $10/firebirds), Normal (under $100/firebirds) or Pricy (under $1,000/firebirds)
Other Melee Weapons
- Grankesh Blade: Damage STR +d8, AP 1, Str Min D10, Wt. 4, Cost VE*, Note: if wielding 2 gain +1 Parry
- Grankesh Sword: Damage STR +2d8, AP 1, Str Min D12, Wt. 6, Cost VE*, Notes: Two-Handed
- *Grankesh Blades only cost N for Vorox and require minimum Size 2 to wield without penalty.
Other Ranged Weapons
- Double Bow: Range 15/30/60, Damage 2d10, AP 1, Str Min D12, Wt. 8, Cost VE* AP-1, Note: Three-Handed
- *Double bows only cost P for Vorox and require a minimum Size 2 to wield without penalty. Arrow cost N for 20.
Advanced Melee Weapons
- Fangblade: Damage STR +d12, AP 2, Str Min D6, Wt. 4, Cost VE
- Fangblade axe: Damage STR +2d8, AP 2, Str Min D8, Wt. 6, Cost VE, Notes: Parry -1, Two-Handed
- Flux blade: Damage STR+d12, AP 6, Str Min D8, Wt. 3, Cost MR, Notes: ignores ½ Toughness bonus from energy shield, +1 Parry. Counts as a Longsword when unpowered.
- Mist blade: Damage STR+2d8, AP 10, Str Min D4, Wt. 2, Cost R, Notes: ignores ½ Toughness bonus from energy shields, Parry +1, adds +5 Power Points to wielder’s Pool and +1 to Occult skill.
- Power axe: Damage STR +2d8, AP 4, Str Min D8, Wt. 5, Cost EE, Notes: Counts as a Battle Axe when unpowered. Parry +1
- Power gauntlet: Damage STR +2d4, AP 4, Str Min D4, Wt. 2, Cost VE, Notes: Counts as brace knuckles when unpowered. Parry +1
- Power maul: Damage STR +2d10, AP 4, Str Min D10, Wt. 12, Cost EE, Notes: Counts as a Maul when unpowered. Parry +1, Two-Handed.
- Power Sword: Damage STR +2d6, AP 4, Str Min D8, Wt. 3, Cost EE, Notes: Counts as a Longsword when unpowered. Parry +1
- Stun Gloves: Damage Stun (Vigor check -2), AP n/a, Str Min D4, Wt. 2, Cost E, Notes: Touch Attack, failed Vigor target Stunned. Make a new Vigor roll at a base -2 and gain +1 to remove stunned and are Shaken (recover normally after that). With a raise not shaken also.
- Vibro-Blade: Damage STR +d8, AP 4, Str Min D6, Wt. 2, Cost E, Note: Short sword when unpowered.
- Vibro-Dagger: Damage STR +d6, AP 4, Str Min D4, Wt. 1, Cost E, Notes: Dagger when unpowered.
- Vibro-Spear: Damage STR +d10, AP 4, Str Min D8, Wt. 4, Cost E, Notes: Spear when unpowered. Reach 1, Two-Handed
- Vibro-Sword: Damage STR +d10, AP 4, Str Min d8, Wt. 3, Cost E, Notes: Long sword when unpowered.
- Wire-Blade: Damage 2d8, AP 6, Str Min D4, Wt. 1, Cost EE, Notes: Target’s Parry 1 less without Notice -2 check. Rolling a 1 w/fighting hits wielder instead.
- Zap Baton: Damage 2d6, AP 2, Str Min D4, Wt. 2, Cost VE, Notes: Touch attack, Vigor -2 or Distracted and Vulnerable until end of its next turn.
- Derringer: Range 8/16/32, Damage 2d4+1, AP 1, ROF 2, Shots 2, Str Min D4, Wt. 1, Cost N, Notes: Hold-out, add +2 to Stealth to hide on person
- Revolver: Range 12/24/48, Damage 2d6+1, AP 2, ROF 1, Shots 6, Str Min D6, Wt. 3, Cost N
- Heavy Revolver: Range 15/30/60, Damage 2d8, AP 2, ROF 1, Shots 6, Str Min D8, Wt. 4, Cost N
- Autofeed Pistol: Range 12/24/48, Damage 2d6+1, AP 2, ROF 1, Shots 18, Str Min D6, Wt. 3, Cost N
- Heavy Autofeed Pistol: Range 15/30/60, Damage 2d8, AP 2, ROF 1, Shots 12, Str Min D8, Wt. 5, Cost P
- Machine Pistol: Range 12/24/48, Damage 2d6+1, AP 2, ROF 3, Shots 30, Str Min D6, Wt. 4, Cos tP
- SMG: Range 18/36/72, Damage 2d6+2, AP 2, ROF 3, Shots 30, Str Min D6, Wt. 6, Cost P, Notes: 3RB
- Hunting Rifle: Range 30/60/120, Damage 2d10, AP 2, ROF1, Shots 6, Str Min D6, Wt 10, Cost N, Notes: Snapfire, Two-Handed
- Assault Rifle: Range 24/48/96, Damage 2d8, AP 2, ROF 3, Shots 40, Str Min D6, Wt. 9, Cost P, Notes: 3RB, Two-Handed
- Shotgun: Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, Shots 6, Str Min D6, Wt. 8, Cost N, Notes: Two-Handed. Shotgun rules SWAE pg. 74 and 105
- Combat Shotgun: Range 12/24/48, Damage 1-3d6, AP 0, ROF 3, Shots 24, Str Min D8, Wt. 12, Cost P, Notes: 3RB, Two-Handed. Shotgun rules SWAE pg. 74 and 105
- Splinter Rifle: Range 20/40/80, Damage 2d8+2, AP 2, ROF 3, Shots 80, Str Min D8, Wt. 10, Cost E, Notes: 3RB, Two-Handed
Standard slug-bullets costs are N for 50 rounds pistols and revolvers, 40 rounds for rifles, shotgun and SMG, and 25 rounds for splinter weapons (they are not interchangeable).
- Special Ammo
- *Sunder Slugs – military grade explosive ammo. Add +1d6 damage except against energy shields (if shield actives, ignore this extra d6). Ammo cost is N for ½ the rounds and is considered military (illegal) only.
- *Shaped Capsules – military grade shape-charged explosive rounds. Adds +1d6 damage, an additional AP-2 and ignores ½ Toughness bonus from energy shields. Ammo cost is E for ½ the rounds and is considered military (illegal) only.
- Palm Laser: Range 10/20/40, Damage 2d6, AP 2, ROF 3, Shots 20, Str Min D4, Wt. 1, Cost E, Notes: , Notes: Cauterize, Overcharge, No Recoil. Hold-out, add +2 to Stealth to hide on person.
- Laser Pistol: Range 25/50/100, Damage 2d6+1, AP 2, ROF 3, Shots 40, Str Min D4, Wt. 2, Cost E, Notes: Cauterize, Overcharge, No Recoil.
- Blaster Pistol: Range 12/24/48, Damage 3d6, AP 4, ROF 1, Shots 12, Str Min D6, Wt. 4, Cost VE, Notes: ignores ½ Toughness bonus from energy shields, Cauterize, Overcharge.
- Laser Rifle: Range 40/80/160, Damage 2d6+2, AP 2, ROF 3, Shots 100, Str Min D6, Wt. 8, Cost EE, Notes: Cauterize, Overcharge, No Recoil, Two-Handed.
- Blaster Rifle: Range 20/40/80, Damage 3d8, AP 4, ROF 1, Shots 30, Str Mivn D8, Wt. 12, Cost VE, Notes: ignores ½ Toughness bonus from energy shields, Two-Handed.
- Hand Flamer: Range fire template Damage 3d6, AP 0*, ROF 1, Shots 10, Str Min D6, Wt. 9, Cost E, Notes: Cauterize.
- Flsamer: Range fire template, Damage 3d8, AP 0*, ROF 1, Shots 30, Str Min d8, Wt. 18, Cost VE, Notes: Cauterize, Two-Handed.
- Cauterize: Anyone Incapacitated by a laser blast adds +2 to his Vigor rolls to keep from Bleeding Out.
- Overcharge: The weapon overcharge to cause an extra +dX of damage, where X is the base dice of damage (2d6 adds +1d6, 3d8 adds +1d8 damage, etc.). However this uses 5 chargers for each shot made and if any of the Shooting dice are a 1, the weapon must cool down for a full round before it can be fired again.
- No Recoil: laser weapons ignore the Recoil penalty.
- *Ignore AP from unsealed armor.
Ammo Notes - Power cells for all Energy Guns are N each and are not interchangeable, a Hand Flamer and Flamer canister is N each
Heavy Weapons (all of the following are Two-Handed)
- Sniper Rifle: Range 40/80/160, Damage 2d10, AP 3, ROF 1, Shots 14, Str Min D8, Wt. 18, Cost E, Notes: Integral Flash and Sound Suppressor (-4 to Notice checks), Snapshot.
- Laser Sniper Rifle: Range 60/120/240, Damage 2d8+1, AP 3, ROF 1, Shots 20, Str Min D8, Wt. 16, Cost VE, Notes: Cauterize, Integral Flash and Sound Suppressor (-4 to Notice checks), Overcharge, No Recoil, Snapshot.
- Gyrojet Rifle: Range 30/60/120, Damage 3d8, AP 4, ROF 1, Shots 8, Str Min D8, Wt. 14, Cost VE, Notes: No Recoil.
- Grenade Launder: Range 25/50/100 Damage varies, AP varies, ROF 1, Shots 4, Str Min D6, Wt. 6, Cost E, Notes: Snapfire. Damage by grenade type.
- Light Machinegun: Range 30/60/120, Damage 2d10, AP 2, ROF 3, Shots 100, Str Min D8, Wt. 24, Cost E, Notes: Snapfire.
- Heavy Blaster Rifle: Range 24/48/96, Damage 3d8, AP 4, ROF 1, Shots 20, Str Min D10, Wt. 28, Cost EE, Notes: ignores ½ Toughness bonus from energy shields, Cauterize, Overcharge, Snapfire
- Gatlin Laser: Range 50/100/200, Damage 3d6+4, ROF 4, Shots 800, Str Min D8, Wt. 29, Cost VE, Notes: Cauterize, Overcharge, Snapfire.
Ammo Notes - Heavy Slugs rounds cost N for a box of 20 rounds, Gyrojet is E for a clip of 8, Power cells are E for all heavy energy weapons and not interchangeable
Medieval and Ancient Armor listed in SWA pg. 69 works for most armor types found in the Known Weapons. Costs the same as with Weapons but also include Expensive (E) or under 10,000 firebirds. Note also that these armor impose a penalty to Athletics (Swimming) equal to their AP value and a penalty to Stealth equal to their AP -1. Shields update that Medium Shields only provide +1 to Parry, while Large Shields provide +2 to Parry.
NOTES: Armors upgrades available…
- Advanced Alloy Metal (Chain, Bronze or Plate or to any metal Shield): Adds AP+1 and ignores up to 4 points of Armor Penetration from weapons. Increase cost by +1 step
- Bulletproofing (Chain, Bronze or Plate or to any metal Shield): Lowers the damage of Slug Throwing firearms by 4 points. Increase cost by +1 step
- Fire Proofing (any): Reduces the damage from flame based attacks by 6 points. Also counts as “sealed”. Cost +1 step.
- Psychic Hood: can be added to any cap or hood or helm. As Improved Arcane Resistant vs. Occult Powers. Cost EE
- Masterwork: armor ignores 1 penalty to Athletics and Stealth and weighs 10% less. Cost +1 step
- Mastercrafted: armor ignorance 2 penalty to Athletics and Stealth and weighs 20% less. Cost +2 steps
Advanced Armor Types
- Synthailk Silk Jacket (torso, arms): AP +3*, Str Min D4, Wt. 6, Cost P
- Synthailk Silk Legging (legs): AP +3*, Str Min D4, Wt. 4, Cost P
- Synthailk Silk Cap/Hood (head): AP +2*, Str Min D4, Wt. 2, Cost P
- Stillsynth Silk Jacket (torso, arms): AP +4*, Str Min D4, Wt. 8, Cost E
- Stillsynth Silk Legging (legs): AP +4*, Str Min D4, Wt. 6, Cost E
- Stillsynth Silk Cap/Hood (head): AP +3*, Str Min D4, Wt. 4, Cost E
- Void Suit (full body): AP +2**, Str Min D4, Wt. 14, Cost P, Notes: integral HUD, Squawkers and are sealed vs. vacuum conditions for 12 hours on a standard oxygen tank.
- Armored Void Suit (full body): AP +5**, Str Min D6, Wt. 20, Cost VE, Notes: integral HUD, Squawkers and are sealed vs. vacuum conditions for 12 hours on a standard oxygen tank.
- Binder-mail Corselet (torso) AP +6***, Str Min D6, Wt. 16, Cost VE
- Bindedr-mail Vambrance (arms): AP +6***, Str Min D6, Wt. 12, Cost VE
- Binder-mail Greaves (legs) AP +6***, Str Min D6, Wt. 14, Cost VE
- Binder-mail Cap/Hood (head): AP +5***, Str Min D6, Wt. 9, Cost VE
- Cerametal Steel Corselet (torso) AP +8***, Str Min D8, Wt. 22, Cost EE
- Cermetal Steel Vambrance (arms): AP +8***, Str Min D6, Wt. 14, Cost EE
- Cerametal Steel Greaves (legs): AP +8***, Str Min D8, Wt. 18, Cost EE
- Cerametal Steel Helm (head) AP +8***, Str Min D8, Wt. 12, Cost VE, Notes: -1 Notice with visor down. Visor up no penalty but AP bonus drops to +5. Can upgrade with HUD that ignores this penalty for E cost.
- All advanced armor includes the Bulletproofing upgrade automatically.
- *These armors do not impose penalties to either Athletics (Swimming) or Stealth
- **These armors impose an additional -1 penalty to bother Athletics (Swimming) and Stealth
- ***These armors halve the penalties to Athletics (Swimming) and Stealth
Adapt Battle Robes (powered armor from SFC): Great Armor, all locations; AP+10, Toughness +4. Increase Strength by +2 steps and Agility by +1 step. Increase Pace to 10 (Run d6+4). Sealed vs. vacuum for 8 hours. Visor includes Night Vision and Thermal Vision sight. Integral Starlight Vox caster LRCD and adds +4 to checks against Radiation damage. Power cell 8 hours of continues use. Cost –n/a (Brother Battle award or R), Wt. 150 lbs. (weight ignored when suit is powered and running).
Energy shields are a special type of armor & shield like devices, that when activated provide the wearer protection from attacks. All Energy shields add +10 to the wearer’s Toughness vs. an attack when activated (thus ignore all Armor Piercing affects). Energy shield ratings listed are the number of ‘hits’ that they can provide these bonuses for (i.e. a standard energy shield battery can stop 15 hits before it “burns out” and requires replacement), and its ‘activation rating’ (i.e. the amount of damage that must be done in order for the shield to activate and provide it’s toughness bonus, the first number is for fast moving attacks like bullets and laser fire, while the second rating is for slower attacks like sword swings, arrows and even falling damage).
Note that Standard shields can only be worn with Synthailk armor or armor weighting less then 10lbs. A Dueling Shield maybe worn with Synthailk and Stillsynth or armor weighting less then 20lbs total. An Assault shield allows up to 40lbs of armor worn while a Battle Shield can be combined with any armor type. Standard and Dueling shields can be disguised as normal, if ornate, mundane items like jewelry.
Against flux and mist blades, shaped capsules ammos, fire and blaster-weapon type attacks, energy shields only provide +5 Toughness, as these attacks tend to “bleed” through the shield to harm the wearer.
Replacement Power Cell batteries are N for a standard shield and dueling shield, E for an assault shield and VE for a battle shield. Require a Repair check and 10 minutes to replace old batteries with new ones. Old batteries can only be used with a Repair roll -2 per 10 charges, standard 4 hours on a Fusion Cell.
- Standard Shield: Wt. 1, Cost VE, Hits 15, Activation 8/15
- Dueling Shield: Wt. 1, Cost EE, Hits 25, Activation 8/15
- Assault: Wt. 2, Cost MR, Hits 40, Activation 8/15
- Battle: Wt. 5, Cost R, Hits 60, Activation 8/12
Hand Grenades when thrown always have a range of 5/10/20. Rifle Grenades cost the same and are fired by a Grenade Launcher (see Heavy Weapons).
- Frag Grenade: Dam: 3d6, Wt.: 2lbs, Notes: AP-3, Medium Burst Template, Cost N
- Concussion Grenade: Dam: 3d6, Wt.: 2lbs, Notes: AP-5 vs. non-sealed armor, LBT, Cost N
- Fireflush: Dam: 2d8, Wt.: 2lbs, Notes: AP-8, Small Burst Template, targets remain on fire for 2d6 rounds, taking an additional 2d6/AP-6 damage each turn until extinguished, Cost E
- Smoke Grenade: Wt.: 2lbs, Notes: Large Burst Template, Thermal-signature to confuse IR, Penalty -4 to all Vision and Shooting rolls in area, Cost C
- Tangler Grenade: Wt.: 2lbs, Notes: Small Burst Template, as Entangle Power (SWA pg. 161) but first round can make Agility -4 to avoid affects, afterwards vs. Strength 2d12+2 to escape. Cost N
- Flash Bang: Wt.: 2lbs, Notes: Medium Burst Template, Agility -4 or Blinded for one round & Vigor -4 or Distracted and Vulnerable for one round. Recovery check each every round, roll separately for both, Vigor-4, Cost N
- Sleep Gas Grenade: Wt. 3lbs, Notes: Large Burst Template, lasts 2d6 rounds. Vigor -2 or Shaken and must make another Vigor -4 check or fall unconscious. Sleep lasts 2d6 minutes. Cost N
- Tear Gas Canister: Wt. 3lbs. Notes: Large Burst Template, lasts 2d6 rounds. Vigor -4 or Blinded and Shaken for 1d6 rounds, then can make a Vigor -4 each round to try and recover as normal if outside affect. Cost N
- Dynamite: Dam: 2d6, Wt. 2lbs., Notes: Small Burst Template. Can be combined with more sticks to increase damage and template size. 2 Sticks Dam: 3d6; 4 Sticks Dam: 4d6, Medium Burst Template; 8 Sticks Dam: 5d6 and Large Burst Template. Each additional +4 sticks adds +1d6 damage. Cost: C each stick
- Plastic Explosives: Dam 2d8, Wt. 1lbs., Notes: Small Burst Template. Can be combined to increase damage and template size. 2lbs. Dam: 3d8; 3lbs. Dam: 4d8, Medium Burst Template; 4lbs. Dam: 5d8, Large Burst Template. Each additional +2lbs. adds +1d8 damage. Cost: E per 1lb. Remote detonator with charge cost N each with a range of 500" (1,000 yards). Timer cost N each and can be set up to two hours in advance.
ANIMALS AND GOLEMS
- Malador Phantom: small green furred monkey-like animal that are believed to be ‘lucky’ to their owner. They are rare, and the Church frowns on their ownership. Grants owner a +1 Benny per session so long as they are ‘petted’ and cared for daily. Cost VE, upkeep E (special diet); Attributes: Agility d8, Smarts (A) d8, Spirits d6, Strength d4, Vigor d6; Pace 8, Parry 5, Toughness 3; Skills: Fighting d6, Notice d10, Stealth d8; Special Qualities: Bite Str+d4, Camouflage (in natural settings gain +2 to stealth), Fleet Footed (run d6+4), Lucky, Size -2, Tree Climbing (Pace 6, Run d6+4, no skill roll required).
- Knell Snake: small poisonous snake popular with psychics. Of course the Church has declared them illegal, hence the increase cost. Owners who have Beast-Friend, gain a +1 to all Occult/Psychic powers when in skinto-skin contact with the Knell and gain an additional +5 Power Points. Cost EE, upkeep N; Attributes: Agility d8, Smarts d6 (A), Spirits d8, Strength d4, Vigor d6; Pace 4, Parry 5, Toughness 3; Skills: Fighting d6, Notice d6, Stealth d10; Special Qualities: Bite Str+d4, Psychic Link, Size -2, Clinging movement, Venom (with successful bite, Vigor -4 check or suffer a wound. Onset 1d4 rds. Then lasts an additional 1d4 rds., doing damage each round Vigor roll failed)
- Skell Hawk: popular hunting bird that is extremely intelligence and posses limited communication abilities with its owner. Cost E, upkeep N. Attributes: Agility d10, Smarts d10 (A), Spirits d6, Strength d4, Vigor d6; Pace 2 (Fly 20 run +d12+8), Parry 6, Tough 3; Skills: Fighting d8, Notice d12+2, Stealth d10; Special: Alertness, Bite Str+d4, Limited Speech, Size -2
- Guard Dog: a common but well trained loyal guard animal. Cost N, upkeep N; Attributes: Agility d6, Smarts (A) d6, Spirits d6, Strength d6, Vigor d8; Pace 10 (run d6+4), Parry 6, Toughness 5; Skills: Athletics d6, Fighting d8, Intimidate d6, Notice d10+4, Stealth d6, Survival d8 (+2); Special Qualities: Alertness, Bite Str+d6, Go for the Throat (on a raise attack weakest AP area), Night Vision, Scent (+2 all Notice), Size -1
- Gurdvulf: genetically breed from wolves and unknown wolf-like animals, they are favored war-dog and loyal companions. Cost E, upkeep E (special diet). Attributes: Agility d8, Smarts (A) d8, Spirits d8, Strength d8, Vigor d8; Pace 10 (run +d6+4), Parry 6, Toughness 7; Skills: Athletics d6, Fighting d8, Intimidate d8, Notice d10+4, Stealth d6, Survival d8 (+2); Special Qualities: Alertness, Bite Str+d8, Bravery, Brawny, Go for the Throat (on a raise attack weakest AP area), Night Vision, Scent (+2 Notice)
- Skerra: genetically breed tiger like animal with red and green fur. They are very loyal to their owners but common only in Hazat lands. Cost EE, upkeep E; Attributes: Agility d8, Smarts (A) d6, Spirits d6, Strength d12+1, Vigor d10; Pace 10 (run d6+4), Parry 7, Toughness 9; Skills: Athletics d6, Fighting d10, Intimidate d6, Notice d10, Stealth d6, Survival d6; Special Qualities: Bite and Claws Str+d8, Climb (Pace 4, run +d4 in natural environment), Go for the Throat (on a raise attack weakest AP area), Pounce (leap 6” for Strength +2), Night Vision, Quick, Scent, Size +2
- Riding Horse: common riding animal. Cost E, upkeep E; Attributes: Agility d6, Smarts (A) d6, Spirits d6, Strength d12+1, Vigor d8; Pace 12 (run d8+4), Parry 4, Toughness 8; Skills: Athletics d4, Fighting d4, Notice d6; Special Qualities: Bite and Hooves Str+d4, Size +2
- War Horse: breed for war, large riding steeds. Cost EE, upkeep E; Attributes: Agility d8, Smarts (A) d6, Spirits d8, Strength d12+2, Vigor d10; Pace 10 (run d6+4), Parry 6, Toughness 10; Skills: Athletics d6, Evade d6, Fighting d8, Notice d6; Special Qualities: Bite and Hooves Str+d6, Bravery, Size +3
- Chervin: a goat-like riding animal native of Hira, they have excellent endurance and surefootedness. Rare outside of Hira. Cost E, upkeep E. Attributes: Agility d10, Smarts (A) d6, Spirits d8, Strength d12+1, Vigor d10; Pace 9 (run d6+3), Parry 5, Toughness 9; Skills: Athletics d8, Fighting d6, Notice d8+2, Survival d6; Special Qualities: Alertness, Bite, Hooves are Ram Str+d6, Bravery, Night Vision, Size +2
- Pherizas (‘Spitters’): two-legged riding lizards popular among nobles. Cost EE, upkeep EE. Attributes: Agility d10, Smarts (A) d6, Spirits d6, Strength d12, Vigor d10; Pace 10 (run d6+4), Parry 5, Toughness 11 (2); Skills: Athletics d6, Fighting d6, Intimidate d6, Notice d6, Shooting d6, Survival d6, Special Qualities: Acid Spit (range 5/10/20, damage 2d10, AP-2 can damage clothing/armor), Armored Skin +2, Bite and Claw Str+d8, Night Vision, Size +2
- Brute Grogs: huge four legged dinosaur-like beast of burden often employed to pull Brute carts. Cost EE, upkeep EE. Attributes: Agility d4, Smarts (A) d4, Spirits d6, Strength d12+4, Vigor d10; Pace 4, Parry 4, Toughness 13 (2); Skills: Fighting d4, Notice d4, Special Qualities: Armored Hide +2, Size +6 (+2 to others attacking it has an extra Wound)
Golems are basically robots and androids and in the Fading Suns setting are basically illegal. The Church preaches that they deny Humankinds uniqueness within the Universe and have banded them. The Merchant League has been able to get around this partly and are allowed some of the more basic, “primitive” models (i.e. non-Thinking or semi-Aware robots). The (S) means the Golem is self-aware and sentient (an A.I.). If illegal the (I) is added…
- Adviser: The Adviser are generally fragile models of low-end A.I. and experts in Lore and Hidden Knowledge. Cost MR (I). Attributes: Agility d6, Smarts d8 (S), Spirits d6, Strength d6, Vigor d6; Pace 6, Parry 2, Toughness 5; Skills: Academia d8, Common Knowledge d8, Electronics d8, Notice d6, Occultism d6, Science d8, Tech Use d8, Think Machine d8; Special Qualities: Construct
- Companion: The Companion Golem often look extremely Human and are often give very life like physical and emotional support to their owners. Cost R+ (I). Attributes: Agility d8, Smarts d8 (S), Spirits d8, Strength d8, Vigor d8; Pace 8, Parry 2, Toughness 8; Skills: Athletic d6, Common Knowledge d8, Notice d6, Persuasion d8; Special Qualities: Attractive, Construct; plus possibly – Acrobatic, Bodyguard upgrade (adds Fighting and Shooting skills d8 each costs EE), Night Vision, Quick, Reinforced Structure (Toughness +2).
- Ogre Labourer: Heavy lifting and moving golem, only good for simple tasks. Cost EE. Attributes: Agility d4, Smarts d4, Spirits n/a, Strength d12+4, Vigor d10; Pace 6, Parry 4, Toughness 13 (2_; Skills: Fighting d4, Notice d4; Special Qualities: Armored Plating +2, Construct, Metal Fist Str+d6, Reinforced Structure (Toughness +2), Size +2
- Teacher: Teacher Golems are some of most advanced A.I. around and have access to vast amounts of information and hidden lore. They are extremely illegal and one of the rarest found. Cost SR (I). Attributes: Agility d6, Smarts d12+1 (S), Spirits d6, Strength d6, Vigor d6; Pace 6, Parry 2, Toughness 5; Skills: Academia d8, Common Knowledge d12, Notice d6, Science d10, Tech Use d10, Think Machine d10; Special Qualities: Construct, Tech Redemption (no penalty)
- Warrior: A Warrior Golem is built for war but can also be used as a bodyguard or assassin. Due to these features they are illegal in most places. Cost MR (I). Attributes: Agility d10, Smarts d8, Spirits n/a, Strength d12, Vigor d12; Pace 10 (run d6+4), Parry 7, Toughness 12 (+4); Skills: Athletics d8, Battle d8, Fighting d10, Intimidate d8, , Notice d8, Shooting d10, Stealth d8; Special Qualities: Armored Plating (+4), Construct, Dark Vision (no penalties for any level of darkness), Fighting Claws (retractable) Str+d8, Fist Str+d4, Extra Action (as Cybernetics), Reinforced Structure (Toughness +4)
BEAST CRAFT - Beast drawn craft.
Cart: 2 wheeled cart. Cost N. Light, Size +2, Top Speed: animals Pace; Handling: -2; Toughness: 8 (2); Crew: 1+1 (+4 passengers or ½ ton of cargo); Notes: Requires at least one beast of burden, horse sized.
Wagon: 4 wheeled medium cart. Cost N. Large, Size +4, Top Speed: animal’s Pace; Handling: -2; Toughness: 10 (3); Crew: 1+1 (+8 passengers or 2 tons of cargo); Notes: Requires at least two beasts of burden, horse sized.
Brute Cart: 6 very large wheeled wagon. Cost E. Heavy, Size +6; Top Speed: Animal’s Pace; Handling: -2; Toughness: 14; Crew: 1+1 (+16 passengers or 10 tons cargo); Notes: Requires four to six beasts of burden or one brute grog.
LANDCRAFT, MOTORED – all but motorcycles include Air Bags
Dirt Bike: two wheeled, off-road, rugged motor bike. Cost E, Light, Size +2, Handling: +1, Top Speed: 80 mph, Toughness: 13 (2), Crew: 1+1 (50lbs cargo), Modifiers (+2): Exposed Crew, Off-Road, Reinforced Chassis 1
Street Bike: two wheel races bike. Cost E. Light, Size +2, Handling: +3, Top Speed: 120 mph, Toughness: 9 (2), Crew: 1+1 (50lbs cargo), Modifiers (+0): Exposed Crew, Handling 1, Speed 4
Passenger Landcar: four wheeled, street land vehicle. Cost VE. Medium, Size +3, Handling: 0, Top Speed: 90 mph, Toughness: 12 (3), Crew: 1+6 (500lbs of cargo), Modifiers (+5): Passenger Space 1, Speed 1
Utility Land Carrier: four wheeled, off road, cargo and explorer land truck. Cost EE. Large, Size +4, Handling: 0, Top Speed: 70 mph, Toughness: 19 (8), Crew: 1+10 (5 tons cargo), Modifiers (+4): Armor 2, Cargo 5, Off-Road, Passenger Space 1, Speed 1
Security Land Cruiser: four wheel, lightly armored land vehicle. Cost VE. Large, Size +4, Handling: 0, Top Speed: 70 mph, Toughness: 23 (10, heavy), Crew: 1+10 (4 tons cargo), Modifiers (+3): Armor 3, Cargo 4, Night Vision, Passenger Space 1, Reinforced Chassis 1, Speed 2
Tracked Super-Transport: large, two tracked heavy land transport. Cost EE. Titan, Size +10, Handling: -3, Top Speed: 60 mph, Toughness: 37 (9, heavy), Crew: 1+4 (5 tons cargo), Modifiers (+19): Advanced Alarm System, Armor 1, Night Vision, Crew Reduction 4 (+1), Reinforced Chassis 2, Tracked, Speed 2
SKIMMERS – advanced Hovercraft vehicles. All include Hover Mod.
Floater-Bike: hover bike. Cost VE. Light, Size +2, Handling: +2, Top Speed: 90 mph, Toughness: 9 (2), Crew: 1+1 (50lbs cargo), Modifiers (+0): Exposed Crew, Hover, Speed 2
Utility Floater-truck: hover, ground-effect transport vehicle. Cost EE. Large, Size +4, Handling: +1, Top Speed: 90 mph, Toughness: 15 (4), Crew: 1+8 (Cargo 1 ton), Modifiers (+5): Basic Crash System, Hover, Passenger 1, Speed 3
FLITTERS – advance anti-grav tech
Racer: an fast moving advance luxury transport or flying racing model for the rich. Cost EE. Light, Size +2, Handling: +3, Top Speed: 240 mph, Toughness: 8 (2), Crew: 1+1 (50lbs cargo), Modifiers (+0): Anti-Grav, Exposed Crew, Speed 3
Flitter Car: another expensive air transport of the nobility or ruling classes. Cost EE. Medium, Size +3, Handling: +2, Top Speed: 240 mph, Toughness: 12 (3), Crew: 1+3 (500lbs cargo), Modifiers (+2): Adv. Alarm System, Adv. Crash System, Anti-Grav, Environmentally Sealed, Speed 3
Air Yacht: noble ‘open’ topped or environmentally sealed pleasure barge. Cost MR. Titan, Size +10, Handling: +2, Top Speed: 100 mph, Toughness: 22 (7, heavy), Crew: 12+60 (5 tons cargo), Modifiers (+6): Advanced Stabilizers, Air Bags, Anti-Grav, Armor 1, Environmentally Sealed, Night Vision, Speed 2
HOPPERS – high altitude (near orbit) high speed aircraft
Transcontinental Hopper: super-sonic air transport and passenger liner. Cost R. Goliath, Size +14, Handling: +2, Top Speed: 600 mph (1,000 mph but only upper atmosphere), Toughness: 30 (6), Crew: 8 +90 (5 tons cargo), Modifiers (+12): Environments Sealed, Scramjet’, Stabilizer
WAR VEHICLES – all include Infrared Night Vision and Night Vision options
Floater APC: armored floater personal/troop carrier, hover ground effect vehicle. Cost MR. Heavy, Size +6, Handling: +1, Top Speed: 400 mph, Toughness: 32 (13, Heavy), Crew: 4 +12 armored troopers (1,000lb cargo), Modifiers (+2): Armor 4, Anti-Missile Counter Measures, Heavy Sloped Armor, Hover, Stabilizers
- Weapons: four Twin Chaingun Slugthrower Cannons - Fire linked (four turrets): Range 200/400/600, Damage 3d8+3, AP-6, ROF 5, Ammo 500ea
Floater Tank: military hover tank land vehicle. Cost R (military). Super Heavy, Size +8, Handling: 0, Top Speed: 300 mph, Toughness: 51 (23, Heavy), Crew: 5, Modifiers (+2): AMCM, Armor 8, Heavy Sloped Armor, Hover, Environmental Sealed, Reinforced Chassis 2, Stabilizers
- Weapons: two Twin Chaingun Slug-thrower Cannons – Fire linked (two turrets): Range 200/400/600, Damage 3d8+3, AP-6, AF5, Ammo 500ea
- Sabot Railgun Cannon Turret – Range: 2,000/4,000/8,000, Damage: 4d12+6, AP-30, Ammo 20, Heavy Weapon
Attack Aerocraft: military attack aircraft. Cost R (military). Large, Size +4, Handle: +2, Top Speed: 1,000 mph, Toughness: 15 (4), Crew: 2, Modifiers (+0): AMCM, Environmental sealed, Jet Aircraft, Sensor Suit, Speed 4, Stealth Paint
- Weapons: Twin Chaingun Slug-thrower Cannon - Fire linked forward, Range 200/400/600, Damage 3d8+3, AP-6, AF5, Heavy Weapon, Ammo 500
- Air-to-Air Missile: Range 2,000/4,000/8,000, Damage 5d8+5, AP-6, Heavy Weapon (-8 vs. ground targets); or Bombs: High Explosives – Range n/a, Damage 4d12+12, AP-10, Large Burst Template, Heavy Weapon. Ammo 6 both
- *Atmospheric: can operate in an atmospheric, land on planetary surfaces and take off again. Includes landing gear.
- *Capital: huge capital starships. Capital Weapons are -6 vs. non-Capital size ships.
- *Energy Refueling is E per point and takes about a hour at a refueling station.
- *JumpDrive: the amount of Energy used for each Jump in (x). Activating a JumpGate requires a JumpKey to the new location and a Science skill check.
- *Life Support Resupply is N per point.
- *Force Shields: Shields are not affected by AP and are reduced by -1 if hit for more damage than their rating x3. Also each time a shield-user would take a wound, the shield takes the wound instead but its bonus is reduced by 4 until stops functioning at +0 (the shield must have 4 points remaining to take a wound). Shields may be repaired by +1S for each success/raise on a Repair roll. Each attempt takes 30 minutes and can make multiple attempts.
- *Spacecraft: sealed for conditions in a vacuum, high radiation for space travel. All armor counts as Heavy Armor for spacecraft. Space Scale movement minus 30 is the number of days it takes on average to go from a habitual planets to the JumpGate located in the outer system. Generally a ship can travel its Spaceship scale speed in AU every 24 hours.
- *Weapon Ranges are listed for Space scale. For atmosphere multiple distance by 100 for game inches.
Cargo shuttle/Landers: mostly used as cargo or passenger landers for ships in orbit that cannot land on planets. Cost. MR. Small, Size+6, Handling: +3, Top Speed: 700 mph (space 7), Toughness: 20 (5), Crew: 2+20 (5 tons of cargo. For no passengers’ 20 tons of cargo), Energy: 25, Modifiers (+4): Atmospheric, Orbital Boost, Spacecraft.
Starfighter: attack starcraft, one man with no interstellar capacity. Cost. R. Small, Size+6, Handling: +3, Top Speed: 900 mph (space 9), Toughness: 24 (9), Crew: 1, Energy: 25, Modifiers (+1): Armor 1, Atmospheric, Fixed Weapon Mounts, Spacecraft, Speed 2
- Weapons: twin Laser Cannon (forward) – Range 6/12/24, Damage 5d10+5, AP-10, Heavy Weapon
Starfighter/bomber: a heavy attack and bomber starcraft, with no interstellar capacity. Cost. R. Medium, Size +8, Handling: +2, Top Speed: 700 mph (space scale 7), Toughness: 29 (10), Crew: 2, Energy: 100, Modifiers (+2): Armor 1, Atmospheric, Fixed Weapon Mounts, Missile Tube, Spacecraft, Speed 2, Turret Weapon Mount
- Weapons: Twin Laser Cannon (forward) – 6/12/24, Damage 5d10+5, AP-10, Heavy Weapon
- Twin Laser Cannon (turret) – Range 6/12/24, Damage 5d10+5, AP-10, Heavy Weapon
- “Wraith” Missile Launcher Tube – Range 2/4/6, Damage 6d10+6, AP-40, Ammo 2, Capital Weapon (stats Toughness: 12/4, Pilot 2d6)
Courier: a fast message and mail craft, it is crammed and only has space for two individuals. Note that Couriers often only carry electronic mail and do not leave the Jump Gates. Cost R. Large, Size +12, Handling: +1, Top Speed: 600 mph (space scale 6), Toughness: 35 (8), Crew: 2 (cargo 15 tons), Energy: 300, Modifiers (+6): Atmospheric, Jump Drive (50), Spacecraft, Speed 2, Turret Weapon Mount.
- Weapons: Railgun (turret) – Range 2/4/8, Damage 4d10+4, AP-20, Ammo 20, Heavy Weapon
Luxury light cruiser: a starcraft for easy travel in comfort, but only for the extremely rich. Cost SR. Large, Size +12, Handling: +1, Top Speed: 500 mph (space scale 5), Toughness: 35 (8), Crew: 6+6 (cargo 20 tons), Energy: 300, Modifiers (+4): Atmospheric, Jump Drive (50), Luxury Stateroom (6 rooms), Shields (8S), Spacecraft, 2 Turret Weapon Mount.
- Weapons: 2 Laser Cannons (two turrets) – Range 6/12/24, Damage 4d10+4, AP-10, Heavy Weapon
Explorer: common stellar explorer and light cargo transport. Cost SR. Large, Size +12, Handling: +1, Top Speed: 700 mph (space scale 7), Toughness: 39 (10), Crew: 3+6 (50 tons of cargo), Energy: 300, Modifiers (+4): Armor 1, Atmospheric, Jump Drive (50), Small Launce Bay (max +4 vehicle), Research Lab, Spacecraft, Speed 4, Turret Weapon Mounts.
- Weapons:Railgun (turret) – Range 2/4/8, Damage 4d10+4, AP-20, Ammo 20, Heavy Weapon
- Laser Cannon (turret) – Range 6/12/24, Damage 4d10+4, AP-10, Heavy Weapon
Free Trader: a common Charioteers ‘free’ trader that carries large cargo loads. Cost SR. Huge, Size +16, Handling: +0, Top Speed: 400 mph (space scale 4), Toughness: 45 (10), Crew: 20 +30 (500 tons of cargo), Energy: 500, Modifiers (+12): Atmospheric, Jump Drive (100), Spacecraft, Turret Weapon Mount. Weapons: Laser Cannon (turret) – Range 6/12/24, Damage 4d10+4, AP-10, Heavy Weapon
Medium Freighter: another common Charioteers trader, one of the largest ships capable of landing on planet surfaces. Cost GR. Giant, Size +20, Handling: -1, Top Speed: 300 mph (space scale 3), Toughness: 50 (11), Crew: 30 +50 (5,000 tons of cargo), Energy: 1,000, Modifiers (+6): Atmospheric, Jump Drive (200), Spacecraft, Turret Weapon Mount.
- Weapons: Laser Cannon (turret) – Range 6/12/24, Damage 4d10+4, AP-10, Heavy Weapon
Bulk Freighter: one of the largest civilian ships every built, the Charioteer bulk cargo transports can carry amazing large cargo. Cost A. Gargantuan, Size +24, Handling: -2, Top Speed: 200 mph (space scale 2), Toughness: 54 (13), Crew: 80 +60 (cargo 100,000 tons), Energy: 2,000, Modifiers (+8): Capital Ship, Jump Drive (500), Landing Bay (two craft 6 each), Spacecraft, Superstructure (Cargo), Turret Weapon Mount.
- Weapons: four Laser Cannon (turret, 1 flank) – Range 6/12/24, Damage 4d10+4, AP-10, Heavy Weapon
Interceptor: system’s patrol starcraft, these ships spend long periods of time on patrol, hence the extra Energy for life support. Cost A (military). Giant, Size +20, Handling: -1, Top Speed: 500 mph (space scale 5), Toughness: 58 (19), Crew: 80 +40 troopers (150 tons of cargo), Energy: 2,000, Modifiers (+12): Armor 2, Atmospheric, Energy 2, Jump Drive (200), Missile Tube, Shields (12S), Spacecraft, Speed 4, Turret Weapon Mount.
- Weapons: Grape-Shot Cannon** bay (forward turret) – Range 1/2/3, Damage 3d12+36/2d12+24/1d12+12 (damage short, medium, long), AP-20, Ammo 10, Heavy Weapon
- Six Railgun (turrets) – Range 2/4/8, Damage 4d10+4, AP-20, Ammo 20ea, Heavy Weapon
- Three Laser Cannon (front/right/left flank turret) – Range 6/12/24, Damage 4d10+4, AP-10, Heavy Weapon 2 Blaster Cannon (forward) – Range 4/8/16, Damage 4d12+8, AP-20, Capital Weapon 2
- “Wraith” Missile Launcher Tubes (forward) – Range* 2/4/6, Damage 6d10+6, AP-40, Ammo 4 each tube, Capital Weapon (stats Toughness: 12/4, Pilot 2d6)
- Two Anti-Torpedo Defense Guns – Range n/a, Damage 3d6, AP-5, Heavy Weapon, Shooting 2d8
- *Missiles take 1 round per range increment to reach their targets. Anti-Torpedo Defense Guns has one chance per gun to “hit” the missile (use Pilot for Missile’s Piloting skill, but remember Multiple Action Penalty)
- **Grape-Shot Cannon weapons due 3d12+36 damage at short range, 2d12+24 at medium range, and 1d12+12 at long range. They also gain +1 to Shooting at medium range and +2 at long range.