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[[File:DragonStar5E.logo.jpg | 700px]]
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This conversion are the rules for playing a fantasy D&D5th edition game is a modified version of the '''Dragon Star''' setting.
These are the conversion rules for playing a fantasy D&D5th edition game is a modified version of the '''Dragon Star''' setting. The setting can be found '''[https://wiki.rpg.net/index.php/DragonStar5E.Setting HERE]'''
 
  
[[File:DragonStar5E.jpg]]
 
 
== BASIC HOUSERULES ==
 
== BASIC HOUSERULES ==
'''Character Classes and Basic Rules''': classes and races from the '''''Player’s Handbook''''' 5th ed. (PHB) along with '''''Xanathar's Guide to Everything''''' (XGE), '''''Mordenkainen’s Tome of Foes''''' (MTF), '''''Volo’s Guide to Monsters''''' (VGM) the '''''Wayfinder’s Guide to Eberron''''' (WGE) and '''''Eberron: Rising from the Ashes''''' (ERA).
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'''Character Classes and Basic Rules''': classes and races from the '''''Player’s Handbook''''' 5th ed. (PHB) along with '''''Xanathar's Guide to Everything''''' (XGE), '''''Mordenkainen’s Tome of Foes''''' (MTF), '''''Volo’s Guide to Monsters''''' (VGM) and the '''''Wayfinder’s Guide to Eberron''''' (WGE).
  
 
'''Resolve Points''': as Hero Points in the DMG pg. 264 but with a few new extra uses.
 
'''Resolve Points''': as Hero Points in the DMG pg. 264 but with a few new extra uses.
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'''Tool Proficiencies''': is not being used. Instead covered by normal skills (see new skills).
 
'''Tool Proficiencies''': is not being used. Instead covered by normal skills (see new skills).
 
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=== TECHNOLOGY OF THE DRAGONSTAR ===
 
 
'''TECHNOLOGY OF THE DRAGONSTAR''' </br>
 
 
An important note about the setting is technology and magic. Over the last two thousand years technology has grown a great deal but so has magic. Today magic is so ingrained in the design and creation of most technological devices that the two are rather indistinguishable. This gear then counts as “magical” and can be affected by anti-magic. ‘Analog’ items are made with magi-tech but at a very low level and are not affected by anti-magic, dispel, ion attacks, etc.
 
An important note about the setting is technology and magic. Over the last two thousand years technology has grown a great deal but so has magic. Today magic is so ingrained in the design and creation of most technological devices that the two are rather indistinguishable. This gear then counts as “magical” and can be affected by anti-magic. ‘Analog’ items are made with magi-tech but at a very low level and are not affected by anti-magic, dispel, ion attacks, etc.
  
 
Any item with a Powercell will not work with in an Anti-Magic or similar areas. These items can be subject to the Dispel magic spell. A caster choices one item and the wielder must make an Intelligence save. Failure means the item stops functioning for one minute (10 round). With an action a ''Mechanic'' skill check vs. the same '''DC''' can restore an items function. Items with powercells of C or D gain a +2 bonus to this save, E or F powercells gain a +5 and G or H powercells gain a +10. If the item has multiple powercells add +1 for two cells and +2 if it has 4 or more cells.
 
Any item with a Powercell will not work with in an Anti-Magic or similar areas. These items can be subject to the Dispel magic spell. A caster choices one item and the wielder must make an Intelligence save. Failure means the item stops functioning for one minute (10 round). With an action a ''Mechanic'' skill check vs. the same '''DC''' can restore an items function. Items with powercells of C or D gain a +2 bonus to this save, E or F powercells gain a +5 and G or H powercells gain a +10. If the item has multiple powercells add +1 for two cells and +2 if it has 4 or more cells.
 
 
== CHARACTER CREATION ==
 
== CHARACTER CREATION ==
 
:1. Distribute 27 points to your 6 characteristics as per PHB
 
:1. Distribute 27 points to your 6 characteristics as per PHB
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'''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br>
 
'''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br>
'''Ability Score Increase''' and '''Shapechanger''' per WGE pg. 60 and ERA pg. 18</br>
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'''Ability Score Increase, Change Appearance, Changeling Instinct'''s and '''Unsettling Visage''' per WGE pg. 60</br>
'''Changeling Instinces''' (updated) gain two of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery. </br>
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'''Divergent Persona''' (changed) instead gain one of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery. </br>
 
'''Polyglot''': You pick up new languages in 30 days (instead of 90).</br>
 
'''Polyglot''': You pick up new languages in 30 days (instead of 90).</br>
 
'''Slippery Mind''': You have advantage saving throws against the charmed condition.</br>
 
'''Slippery Mind''': You have advantage saving throws against the charmed condition.</br>
'''Unnerving Vingate''': You can flash a quick vistage of horror over your face. As a bonus action you gain advantage with Intimidation.</br>
 
  
 
'''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br>
 
'''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br>
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'''DWARF'''[https://www.pinterest.com/pin/134615476347363960/]</br>
 
'''DWARF'''[https://www.pinterest.com/pin/134615476347363960/]</br>
 
'''Ability Score Increase, Darkvision, Dwarf Resilience''' and '''Stonecunning''' per PHB</br>
 
'''Ability Score Increase, Darkvision, Dwarf Resilience''' and '''Stonecunning''' per PHB</br>
'''G-Adaption''': don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (see the Environment) and advantage on any check to recognize gravity fluctuations.</br>
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'''G-Adaption''': don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (Environment, pg. 13-4) and advantage on any check to recognize gravity fluctuations.</br>
 
'''Tool User''': gain proficiency in either Mechanics or Technology skill for free.</br>
 
'''Tool User''': gain proficiency in either Mechanics or Technology skill for free.</br>
 
''Subraces'': '''Hill''' and '''Mountain Dwarf''' per PHB and</br>
 
''Subraces'': '''Hill''' and '''Mountain Dwarf''' per PHB and</br>
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:'''Primitive''': This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds.
 
:'''Primitive''': This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds.
  
'''ELF'''[https://images-cdn.fantasyflightgames.com/ffg_content/Dragonstar/dragonstar4.png]</br>
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'''ELF'''[https://www.pinterest.com/pin/3940718412322768/]</br>
 
'''Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry''' and '''Trace''' per PHB</br>
 
'''Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry''' and '''Trace''' per PHB</br>
 
'''Nature’s Way''': start with proficiency in either Nature or Physical Science skill for free.</br>
 
'''Nature’s Way''': start with proficiency in either Nature or Physical Science skill for free.</br>
'''Zero G Adaptive''': Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see the Environments).</br>
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'''Zero G Adaptive''': Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see Environments).</br>
 
''Subraces'': '''High, Wood''' and '''Drow''' elves as PHB and</br>
 
''Subraces'': '''High, Wood''' and '''Drow''' elves as PHB and</br>
 
'''''Avariel''''' (Winged Elves)
 
'''''Avariel''''' (Winged Elves)
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:'''Languages''': you also speak, read and write in Aquan.
 
:'''Languages''': you also speak, read and write in Aquan.
  
'''GITHZERAI''' (only subrace of Gith allowed)[https://www.artstation.com/artwork/kDQDnK]</br>
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'''GITHZERAI''' (only subrace of Gith allowed)[https://www.pinterest.com/pin/40462096642325916/]</br>
 
'''Ability Score Increase, Monastic Training''' and '''Githzerai Psionics''' per MTF pg. 96</br>
 
'''Ability Score Increase, Monastic Training''' and '''Githzerai Psionics''' per MTF pg. 96</br>
 
'''Limited Telepathy''': the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area).
 
'''Limited Telepathy''': the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area).
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'''HALF-ELF'''[https://www.pinterest.com/pin/21814379432685714/]</br>  
 
'''HALF-ELF'''[https://www.pinterest.com/pin/21814379432685714/]</br>  
'''Ability Score Increase, Darkvision, Fey Ancestry''' and '''Skill Versatility''' per PHB</br>
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Per the PHB, no changes</br>  
'''Mixed Bloodline''': you have inherited some aspect of your ancient ancestors and start with either the Perception or Persuasion skill for free. </br>  
 
  
'''HALF-ORC'''[https://www.pinterest.com/pin/9359111716733948/]</br>
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'''HALF-ORC'''[https://www.pinterest.com/pin/5418462042611101/]</br>
 
'''Ability Score Increase, Darkvision, Relentless Endurance''' and '''Savage Attack''' per PHB</br>
 
'''Ability Score Increase, Darkvision, Relentless Endurance''' and '''Savage Attack''' per PHB</br>
 
'''Survivors''': gain proficiency with the Survivor skill for free.</br>
 
'''Survivors''': gain proficiency with the Survivor skill for free.</br>
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'''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br>
 
'''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br>
'''Darkvision''' and '''Shifting''' per WGE pg. 64-66 and ERA pg. 36</br>
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'''Ability Score Increase, Darkvision, Keen Senses''' and '''Shifting''' per WGE pg. 64-66</br>
'''Keen Senses''': Shifters have heighened senses then most and gain proficiency in the Perception skill.</br>
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'''Shifting''' (change): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).</br>
'''Shifting''' (updated): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).</br>
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'''Survivors''': Shifters were born on the frontier and gain proficiency in the Survival skill.</br>
''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66 or ERA pg. 37</br>
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''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66</br>
  
 
'''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br>
 
'''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br>
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'''Ability Score Increase, Darkvision, Hellish Resistance''' and '''Infernal Legacy''' per PHB</br>
 
'''Ability Score Increase, Darkvision, Hellish Resistance''' and '''Infernal Legacy''' per PHB</br>
 
'''Infernal Study''': gain proficiency in the Arcana skill for free.</br>
 
'''Infernal Study''': gain proficiency in the Arcana skill for free.</br>
''Possible other Bloodlines (Subspecies)'' I may allow any of the bloodlines from various books but please ask first. Just want to check</br>
 
  
 
'''THRI-KREEN'''[https://www.pinterest.com/pin/18577417203468051/]</br>
 
'''THRI-KREEN'''[https://www.pinterest.com/pin/18577417203468051/]</br>
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'''Languages''': Thri-Kreen can speak, read, and write Basic and Thri-kreen. The Thri-kreen language is relatively simple to understand, but it is difficult for members of other species to speak it.</br>
 
'''Languages''': Thri-Kreen can speak, read, and write Basic and Thri-kreen. The Thri-kreen language is relatively simple to understand, but it is difficult for members of other species to speak it.</br>
  
'''VISHKANYA'''[https://www.pinterest.com/pin/708542953859854002/]</br>
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'''VISHKANYA'''[https://www.pinterest.com/pin/303430093644767059/]</br>
 
'''Ability Score Increase''': increase your Charisma score by 2 and your Intelligence by 1.</br>
 
'''Ability Score Increase''': increase your Charisma score by 2 and your Intelligence by 1.</br>
 
'''Age''': Vishkanya mature and live about as long as humans.</br>
 
'''Age''': Vishkanya mature and live about as long as humans.</br>
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'''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br>
 
'''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br>
'''Ability Score Increase, Construction Resilience, Sentry’s Rest, Intergrated Prptectiom''' and '''Specialized Design.''' per WGE pg. 67-70 or ERA pg 36. ''Note'' that your Integrated Protection armor count as advanced armor again advanced weapons.</br>
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'''Ability Score Increase, Warforged Resilience, Sentry’s Rest''' and '''Integrated Protection''' per WGE pg. 67-70. ''Note'' that your Integrated Protection armor count as advanced armor vs. advanced weapons.</br>
'''Fixed Origin''': You don’t select a background. Instead you gain any three Skill proficiencies at first level</br>
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'''Subraces''': Envoy, Juggernaut and Skirmisher from WGE pg. 69-70. ''Note'' that Envoy’s Specialty Design grants them two Skill proficiencies (instead of Tool Proficiency).
 +
'''Fixed Origin''': You don’t select a background. Instead gain any two Skill proficiencies</br>
 
'''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br>
 
'''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br>
 
'''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br>
 
'''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br>
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'''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br>
 
'''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br>
 
'''Speed''': Your base walking speed is 35 feet.</br>
 
'''Speed''': Your base walking speed is 35 feet.</br>
'''Bite Attack''': You can use your fangs or claws to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to ld4 + your Strength modifier,
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'''Bite Attack''': Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d4 + Strength modifier as piercing damage. You are always considered proficient with this bonus attack. </br>
instead of the bludgeoning damage normal for an unarmed strike. </br>
+
'''Scent''': Wolfen have the Scent ability. Within 30 feet, a creature with scent has the equivalent of Blindsense (PHB pg. 183). But note that the species must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.</br>
'''Scent''': Wolfen have the Scent ability. Within 30 feet creatures do not gain advanced against you unless you are incapitabed. You can also 'guess' squares where invisible creatures are hiding within that range. But note that you must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.</br>
 
 
'''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br>
 
'''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br>
 
'''Survivalist''': Wolfen gain proficiency in the Survival skill.</br>
 
'''Survivalist''': Wolfen gain proficiency in the Survival skill.</br>
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'''''Primitive''''' – This character does not have knowledge of technology and advanced gear. Can’t use advanced gear until at least one level after their introduction to the greater universe. Until then they do not gain the proficiency bonus with them and are at disadvantage with advanced skills checks. They gain no advanced skill, armor or weapon proficiency from their background or race. The feat Skilled and Weapon Master would allow the character to gain these proficiencies. Otherwise, multi-classing after 1st level (if the barbarian is out in the Empire) also grants them normal proficiencies. One could put on and operate the basic functions of a Skinsuit and fire a blaster rifle but not easily change the powercell. Restricted backgrounds to Bruiser, Colonist, Drifters or Wildlander.</br>
 
'''''Primitive''''' – This character does not have knowledge of technology and advanced gear. Can’t use advanced gear until at least one level after their introduction to the greater universe. Until then they do not gain the proficiency bonus with them and are at disadvantage with advanced skills checks. They gain no advanced skill, armor or weapon proficiency from their background or race. The feat Skilled and Weapon Master would allow the character to gain these proficiencies. Otherwise, multi-classing after 1st level (if the barbarian is out in the Empire) also grants them normal proficiencies. One could put on and operate the basic functions of a Skinsuit and fire a blaster rifle but not easily change the powercell. Restricted backgrounds to Bruiser, Colonist, Drifters or Wildlander.</br>
  
'''BARD'''[https://no.pinterest.com/pin/36380709478073051/]</br>
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'''BARD'''[https://www.pinterest.com/pin/552324341805876943/]</br>
 
'''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols, plus either Martial Weapons or Rifles; '''Skills''' – Any five of your choice.</br>
 
'''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols, plus either Martial Weapons or Rifles; '''Skills''' – Any five of your choice.</br>
 
'''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; one Martial weapon with Advanced Alloy upgrade from the PHB; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; one Musical instrument worth 150 credits or less (acts as a +1 magical arcane focus); either an Explorer pack or Spacer pack; a Comlink; an extra 150 credits of cash.</br>
 
'''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; one Martial weapon with Advanced Alloy upgrade from the PHB; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; one Musical instrument worth 150 credits or less (acts as a +1 magical arcane focus); either an Explorer pack or Spacer pack; a Comlink; an extra 150 credits of cash.</br>
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'''EQUIPMENT'''</br>
 
'''EQUIPMENT'''</br>
 
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or powercell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Combat armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of extra cash.</br>
 
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or powercell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Combat armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of extra cash.</br>
{| class="wikitable"
+
 
| '''LEVEL''' || '''PROFiCIENCY''' || '''FEATURES'''
 
|-
 
| 1st || +2 || Command Talent, Team Coordination
 
|-
 
| 2nd || +2 || --
 
|-
 
| 3rd || +2 || Archetype
 
|-
 
| 4th || +2 || Attribute Score Improvement
 
|-
 
| 5th || +3 || Command Talent
 
|-
 
| 6th || +3 || Extra Attack
 
|-
 
| 7th || +3 || Archetype Feature
 
|-
 
| 8th || +3 || Attribute Score Improvement
 
|-
 
| 9th || +4 || --
 
|-
 
| 10th || +4 || Command Talent
 
|-
 
| 11th || +4 || Archetype Feature
 
|-
 
| 12th || +4 || Attribute Score Improvement
 
|-
 
| 13th || +5 || --
 
|-
 
| 14th || +5 || --
 
|-
 
| 15th || +5 || Archetype Feature, Command Talent
 
|-
 
| 16th || +5 || Ability Score Improvement
 
|-
 
| 17th || +6 || --
 
|-
 
| 18th || +6 || Archetype Feature
 
|-
 
| 19th || +6 || Ability Score Improvement
 
|-
 
| 20th || +6 || Command Talent, Manifestation of Greatness
 
|-
 
|}
 
 
'''FEATURES'''</br>  
 
'''FEATURES'''</br>  
 
'''Command Talent''': At 1st level the Marshal gains one Command Talent (see list below) as long as she qualify for it. She gains an additional Command Talent for every 5 additional levels (5th, 10th, etc.). </br>
 
'''Command Talent''': At 1st level the Marshal gains one Command Talent (see list below) as long as she qualify for it. She gains an additional Command Talent for every 5 additional levels (5th, 10th, etc.). </br>
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'''Field Commander''': You gain this feature at 18th level Marshal. You know how to use existing terrain to the best of your advantage and get your troopers to the right place at the right time. As a Reaction, you bark out a short command to find cover. All allies who you can see and who can hear and understand you improve their Cover by one step (including no cover which becomes ½ cover) as they grab and use all existing cover to their absolute advantage. If they move on their turn before you next action they lost this bonus unless they use ½ their Speed in movement to get to another cover location. This bonus lasts until the start of your next turn.</br>
 
'''Field Commander''': You gain this feature at 18th level Marshal. You know how to use existing terrain to the best of your advantage and get your troopers to the right place at the right time. As a Reaction, you bark out a short command to find cover. All allies who you can see and who can hear and understand you improve their Cover by one step (including no cover which becomes ½ cover) as they grab and use all existing cover to their absolute advantage. If they move on their turn before you next action they lost this bonus unless they use ½ their Speed in movement to get to another cover location. This bonus lasts until the start of your next turn.</br>
  
'''''TACTICIAN'''''[https://www.pinterest.com/pin/87679523986741104/]</br>
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'''''TACTICIAN'''''</br>
 
You use your analytical mind to evaluate the tactical situation of the battle field and then coordinate your allies or troopers on how best to respond to the situation. Your abilities allow you to react to the changing tactical situation of the battle.</br>
 
You use your analytical mind to evaluate the tactical situation of the battle field and then coordinate your allies or troopers on how best to respond to the situation. Your abilities allow you to react to the changing tactical situation of the battle.</br>
 
'''Tactical Command''': You gain this ability at 3rd level when you choose this archetype. You gain Tactical Points (TP) equal to your Intelligence modifier (min 1) plus additional points each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.</br>
 
'''Tactical Command''': You gain this ability at 3rd level when you choose this archetype. You gain Tactical Points (TP) equal to your Intelligence modifier (min 1) plus additional points each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.</br>
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'''<u>TECHNICIAN</u>'''[https://www.pinterest.com/pin/2674081015899142/]</br>
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'''<u>TECHNICIAN</u>'''[https://www.pinterest.com/pin/2674081015899142/]
 
Technicians fill the roles as scienist, medical and engineering personnel, solving problems and repairing the ship, its crew, or more often both. As engineers, scientists, doctors, mechanics… and a host of other roles, technicians are vital to the safety and wellbeing of their ship and crew, being relied upon constantly to create ingenious solutions to the countless problems that plague spacers.</br>
 
Technicians fill the roles as scienist, medical and engineering personnel, solving problems and repairing the ship, its crew, or more often both. As engineers, scientists, doctors, mechanics… and a host of other roles, technicians are vital to the safety and wellbeing of their ship and crew, being relied upon constantly to create ingenious solutions to the countless problems that plague spacers.</br>
 
Technicians are hardy enough to assist in the combat pillar, usually in a support role, but truly shine in exploration pillar, overcoming obstacles and creating innovative solutions to problems with their broad skill set.</br>
 
Technicians are hardy enough to assist in the combat pillar, usually in a support role, but truly shine in exploration pillar, overcoming obstacles and creating innovative solutions to problems with their broad skill set.</br>
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'''EQUIPMENT'''</br>
 
'''EQUIPMENT'''</br>
 
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; either an Armored Flight suit or a Skinsuit and a Light Flak Vest; either a Golem Control Rig, a Medical kit or a Repair kit; an Explorer pack or Spacer pack; a basic Dataslate; an extra 150 credits of extra cash.
 
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; either an Armored Flight suit or a Skinsuit and a Light Flak Vest; either a Golem Control Rig, a Medical kit or a Repair kit; an Explorer pack or Spacer pack; a basic Dataslate; an extra 150 credits of extra cash.
{| class="wikitable"
+
 
| '''LEVEL''' || '''PROFiCIENCY''' || '''FEATURES'''
 
|-
 
| 1st || +2 || Expertise, Savant
 
|-
 
| 2nd || +2 || Fast Hands. Specialization
 
|-
 
| 3rd || +2 || --
 
|-
 
| 4th || +2 || Attribute Score Improvement
 
|-
 
| 5th || +3 || Quick Thinking, Savant
 
|-
 
| 6th || +3 || Extra Attack
 
|-
 
| 7th || +3 || Specialization Feature
 
|-
 
| 8th || +3 || Attribute Score Improvement
 
|-
 
| 9th || +4 || Expertise
 
|-
 
| 10th || +4 || Specialization Feature, Savant
 
|-
 
| 11th || +4 || --
 
|-
 
| 12th || +4 || Attribute Score Improvement
 
|-
 
| 13th || +5 || --
 
|-
 
| 14th || +5 || --
 
|-
 
| 15th || +5 || Expertise, Specalization Feature, Savant
 
|-
 
| 16th || +5 || Attribute Score Improvement
 
|-
 
| 17th || +6 || --
 
|-
 
| 18th || +6 || Specialization Feature
 
|-
 
| 19th || +6 || Attribute Score Improvement
 
|-
 
| 20th || +6 || Expertise, Savant
 
|-
 
|}
 
 
FEATURES </br>
 
FEATURES </br>
 
'''Expertise''': At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability skill check you make when you use this proficiencies. You gain a new expertise in one additional skill at 9th, 15th and 20th level.</br>  
 
'''Expertise''': At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability skill check you make when you use this proficiencies. You gain a new expertise in one additional skill at 9th, 15th and 20th level.</br>  
Line 570: Line 476:
 
=== BACKGROUNS ===
 
=== BACKGROUNS ===
 
SciFi backgrounds then to be a bit different then fantasies and as not using Tool Proficiencies…</br>
 
SciFi backgrounds then to be a bit different then fantasies and as not using Tool Proficiencies…</br>
'''Affluent'''[https://www.pinterest.com/pin/64668944640885763/]: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.</br>
+
Affluent: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.
Skill Proficiency: Culture plus one of Deception, Gambling. Intimidation or Persuasion.</br>
+
Skill Proficiency: Culture plus one of Deception, Gambling. Intimidation or Persuasion.
Languages: Two languages of your choice.</br>
+
Languages: Two languages of your choice.
Equipment: Four sets of elite clothing, one set of traveling fine (but common) clothing, a basic Energy Shield or an extra 500 credits, a credstik with 300 credits on it.</br>
+
Equipment: Four sets of elite clothing, one set of traveling fine (but common) clothing, a basic Energy Shield or an extra 500 credits, a credstik with 300 credits on it.
  
'''Bruiser'''[https://no.pinterest.com/pin/3025924739872981/]: This is not a record of your physical capacity. You may not be strong or agile or just stubborn. You simply won’t back down from a fight, and have been known to provoke one on occasion. You could be a flat-out bully, or someone always willing to stand up for themselves or other against any form of oppression. Unlike other backgrounds, this mentality started early in school and probably remained with you for the rest of your life.</br>
+
Bruiser: This is not a record of your physical capacity. You may not be strong or agile or just stubborn. You simply won’t back down from a fight, and have been known to provoke one on occasion. You could be a flat-out bully, or someone always willing to stand up for themselves or other against any form of oppression. Unlike other backgrounds, this mentality started early in school and probably remained with you for the rest of your life.
Skill Proficiencies: Athletics and Intimidate, plus either Gambling or Insight.</br>
+
Skill Proficiencies: Athletics and Intimidate, plus either Gambling or Insight.
Languages: One language of your choice.</br>
+
Languages: One language of your choice.
Equipment: Two set of common clothing, Brass-knuckles, Solid-Core Staff or Shock Gloves, a trophy from a fight (official or informal), credstik with 150 credits on it.</br>
+
Equipment: Two set of common clothing, Brass-knuckles, Solid-Core Staff or Shock Gloves, a trophy from a fight (official or informal), credstik with 150 credits on it.
  
'''Celebrity'''[https://www.pinterest.com/pin/382313455876869163/]: Perhaps you were on reality Vid, maybe you hit a billion views on Utube or over the VWeb, or you were the lead singed in last years a one-hit wonder group. You could be an actor, a winning athlete, an extreme sportsman, an underground brawler, etc. Whatever the case, people recognize you.</br>
+
Celebrity: Perhaps you were on reality Vid, maybe you hit a billion views on Utube or over the VWeb, or you were the lead singed in last years a one-hit wonder group. You could be an actor, a winning athlete, an extreme sportsman, an underground brawler, etc. Whatever the case, people recognize you.
Skill Proficiencies: Culture and Performance, plus one of Athletics, Acrobatics, Deception, Gambling or Persuasion.</br>
+
Skill Proficiencies: Culture and Performance, plus one of Athletics, Acrobatics, Deception, Gambling or Persuasion.
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150 credits, one flashy (elite) costume, two set of common clothing, credstik with 150 credits on it.</br>
+
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150 credits, one flashy (elite) costume, two set of common clothing, credstik with 150 credits on it.
  
'''Colonist'''[https://www.pinterest.com/pin/3518505946772300/]: You grew up on a rouged outworld colony. Maybe your parents were homesteaders or exiles from the core worlds but all you knew was life on the frontier was never easy and often very dangerous. Wild beasts and occasionally the planet itself were often your enemy as you struggled to help build your world.</br>
+
Colonist: You grew up on a rouged outworld colony. Maybe your parents were homesteaders or exiles from the core worlds but all you knew was life on the frontier was never easy and often very dangerous. Wild beasts and occasionally the planet itself were often your enemy as you struggled to help build your world.
Skill Proficiency: Athletics and Survival, plus either Animal Handling or Drive.</br>
+
Skill Proficiency: Athletics and Survival, plus either Animal Handling or Drive.
Equipment: Two set of common clothing, a combat knife, a Bolt Action Rifle or Shotgun with 10 extra standard rounds, 50 gold coin.</br>
+
Equipment: Two set of common clothing, a combat knife, a Bolt Action Rifle or Shotgun with 10 extra standard rounds, 50 gold coin.
  
'''Delinquent'''[https://www.pinterest.com/pin/4855512088192931/]: You dabbled in some form of criminal activity, a petty theft or severe in organized crime. This is not assuming you enjoy it or whether or not you were even caught. Perhaps you embraced the life of a career criminal, only for said life to bite you back via a double-cross or jail time. Ignoring such presumption, you could have just been an irresponsible youth lacking proper education or parenting that fell in with the wrong crowd...unless you were the ringleader.</br>
+
Delinquent: You dabbled in some form of criminal activity, a petty theft or severe in organized crime. This is not assuming you enjoy it or whether or not you were even caught. Perhaps you embraced the life of a career criminal, only for said life to bite you back via a double-cross or jail time. Ignoring such presumption, you could have just been an irresponsible youth lacking proper education or parenting that fell in with the wrong crowd...unless you were the ringleader.
Skill Proficiencies: Sleight of Hand and Stealth, plus one of Deception, Intimidate or Thievery.</br>
+
Skill Proficiencies: Sleight of Hand and Stealth, plus one of Deception, Intimidate or Thievery.
Languages: One language of your choice.</br>
+
Languages: One language of your choice.
Equipment: One set of common clothes, a Dagger, 200 credits worth of ill-gotten goods, either a Disguise kit, Forgery kit, Security kit or Thieves tools, credstik with 100 credits on it.</br>
+
Equipment: One set of common clothes, a Dagger, 200 credits worth of ill-gotten goods, either a Disguise kit, Forgery kit, Security kit or Thieves tools, credstik with 100 credits on it.
  
'''Disciple'''[https://www.pinterest.com/pin/699465385873530646/]: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.</br>
+
Disciple: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.
 
Skill Proficiencies: Insight and Religion, plus one of Culture, Medicine, Nature or Persuasion.
 
Skill Proficiencies: Insight and Religion, plus one of Culture, Medicine, Nature or Persuasion.
Languages: One language of your choice.</br>
+
Languages: One language of your choice.
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 150 credits, two sets of common clothes, credstik with 50 credits on it.</br>
+
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 150 credits, two sets of common clothes, credstik with 50 credits on it.
  
'''Drifter'''[https://www.pinterest.com/pin/128282289377113636/]: By force or by choice, you have moved from location to location, following friends or family as they struggled for income. Regardless of your education level, you acquired more from your time on the road (or space lanes) than anything learned from books. Drifting doesn’t always equate to being homeless—perhaps you lived out of a vehicle or a small apartment, huddling with others for warmth. Perhaps you have no connections at all, and live your life one day at a time. You may be a runaway or an orphan, why has yet to be determined.</br>
+
Drifter: By force or by choice, you have moved from location to location, following friends or family as they struggled for income. Regardless of your education level, you acquired more from your time on the road (or space lanes) than anything learned from books. Drifting doesn’t always equate to being homeless—perhaps you lived out of a vehicle or a small apartment, huddling with others for warmth. Perhaps you have no connections at all, and live your life one day at a time. You may be a runaway or an orphan, why has yet to be determined.
Skill Proficiencies: Deception and Survival plus either Drive or Stealth.</br>
+
Skill Proficiencies: Deception and Survival plus either Drive or Stealth.
Languages: Two languages of your choice</br>
+
Languages: Two languages of your choice
Equipment: A set of common clothes, backpack, bedroll, a Dagger or Brass-Knuckles, 10 gold coins.</br>
+
Equipment: A set of common clothes, backpack, bedroll, a Dagger or Brass-Knuckles, 10 gold coins.
  
'''Enforcer'''[https://www.pinterest.com/pin/537265430537114373/]: You were either in Law Enforcement, a Bounty Hunter or corporate security personal. You dealt with criminals and never-do-wells. You might not have been an honest person and could have accepted bribes, or you were by the book and enforced even minion infractions cause that's the law, or maybe somewhere inbetween.</br>
+
Enforcer: You were either in Law Enforcement, a Bounty Hunter or corporate security personal. You dealt with criminals and never-do-wells. You might not have been an honest person and could have accepted bribes, etc.
Skill Proficiencies: Insight, Perception plus either Drive, Intimidate or Pilot.</br>
+
Skill Proficiencies: Insight, Perception plus either Drive, Intimidate or Pilot.
Equipment: one Old Uniform, two sets of common clothing, a autopistol with extra full clip of regular rounds of ammunition, credstik with 100 credits on it.</br>
+
Equipment: one Old Uniform, two sets of common clothing, a autopistol with extra full clip of regular rounds of ammunition, credstik with 100 credits on it.
  
'''Intellectual'''[https://www.pinterest.com/pin/A-Ik6QAQgDwAvMArOU-zikU/]: It’s not a matter of how smart you are but more your choice to never stifle your curiosity about the universe. You always asked questions. If parents didn’t satisfy, you pestered teachers, and when they failed, you took matters in your own hands and embraced books or online sources. Regardless of your capacity to solve problems or retain complex theories, you refused to accept an explanation without evidence.</br>
+
Intellectual: It’s not a matter of how smart you are but more your choice to never stifle your curiosity about the universe. You always asked questions. If parents didn’t satisfy, you pestered teachers, and when they failed, you took matters in your own hands and embraced books or online sources. Regardless of your capacity to solve problems or retain complex theories, you refused to accept an explanation without evidence.
Skill Proficiencies: Computer Use and Investigation, plus one of Nature, Physical Science or Technology.</br>
+
Skill Proficiencies: Computer Use and Investigation, plus one of Nature, Physical Science or Technology.
Languages: Any one language or your choice.</br>
+
Languages: Any one language or your choice.
Equipment: Two sets of common clothes, an enhanced dataslate (Int 14 & Wis 14, proficiency +3) with +1d4 additional Library subjects (pg. 75), credstik with 100 credits on it.</br>
+
Equipment: Two sets of common clothes, an enhanced dataslate (Int 14 & Wis 14, proficiency +3) with +1d4 additional Library subjects (pg. 75), credstik with 100 credits on it.
  
'''Laborer'''[https://www.pinterest.com/pin/157274211981712101/]: You’ve always appreciated the value of a day’s work. You can’t handle sitting in a cubicle. To you, a life is not worth leading unless you get your hands dirty. There’s a decent probability you were raised on a farm, or idolized a parent or sibling following blue-collar work, a pursuit in mining, manufacturing, or construction. Perhaps they were a firefighter or paramedic. Despite a possible lingering fascination with creative arts, a need has been instilled to contribute to society in a physical way. You don’t have to be strong, just committed.</br>
+
Laborer: You’ve always appreciated the value of a day’s work. You can’t handle sitting in a cubicle. To you, a life is not worth leading unless you get your hands dirty. There’s a decent probability you were raised on a farm, or idolized a parent or sibling following blue-collar work, a pursuit in mining, manufacturing, or construction. Perhaps they were a firefighter or paramedic. Despite a possible lingering fascination with creative arts, a need has been instilled to contribute to society in a physical way. You don’t have to be strong, just committed.
 
Skill Proficiencies: Athletics and Mechanics plus either Animal Handling or Culture.
 
Skill Proficiencies: Athletics and Mechanics plus either Animal Handling or Culture.
Languages: One language of your choice.</br>
+
Languages: One language of your choice.
Equipment: One set of artisan tools or repair kit, two sets of common clothing, a set of work coveralls with environmental-seal upgrade, credstik with 50 credits on it.</br>
+
Equipment: One set of artisan tools or repair kit, two sets of common clothing, a set of work coveralls with environmental-seal upgrade, credstik with 50 credits on it.
  
'''Merchant'''[https://www.pinterest.com/pin/370491506856503271/]: You were raised in the markets and bazaars of many stations and worlds, carrying out the vial commerce that fuels the empire’s expansion into the stars. You might have grown up on a tramp freighters, working the Outer Rim of the Colonies, or been a part of one of the great AristoCorps.</br>
+
Merchant: You were raised in the markets and bazaars of many stations and worlds, carrying out the vial commerce that fuels the empire’s expansion into the stars. You might have grown up on a tramp freighters, working the Outer Rim of the Colonies, or been a part of one of the great AristoCorps.
Skill Proficiencies: Deception and Persuasion, plus one of Insight, Perception or Technology.</br>
+
Skill Proficiencies: Deception and Persuasion, plus one of Insight, Perception or Technology.
Languages: Two Languages of your choice.</br>
+
Languages: Two Languages of your choice.
Equipment: one set of fine clothes, one set of work coveralls, two sets of common clothing, a dataslate, credstik with 300 credits on it.</br>
+
Equipment: one set of fine clothes, one set of work coveralls, two sets of common clothing, a dataslate, credstik with 300 credits on it.
  
'''Military'''[https://www.pinterest.com/pin/2674081018148788/]: You served one or more tours of duty in a military force, and attained rank before mustering out to find a life of adventure in space. Perhaps it was a planetary defense force, interstellar or system navy, or even just a local militia.</br>
+
Military: You served one or more tours of duty in a military force, and attained rank before mustering out to find a life of adventure in space. Perhaps it was a planetary defense force, interstellar or system navy, or even just a local militia.
Specialty: During your time in the service, you received special training. Choose one of the following options to determine your specialization.</br>
+
Specialty: During your time in the service, you received special training. Choose one of the following options to determine your specialization.
'''''Armor Crew''''': trained in armored land vehicles. Gain proficiency in Super-Heavy weapons. You are proficient in Athletics and either Drive or Mechanic skill and gain one Language of choice.</br>
+
Armor Crew: trained in armored land vehicles. Gain proficiency in Super-Heavy weapons. You are proficient in Athletics and either Drive or Mechanic skill and gain one Language of choice.
'''''Basic Infantry Training''''': You trained in basic to learn to use a wide variety of weapons and armor for personal combat. You gain proficiency in any two of following: any one Armor type (except Exo-Suits), Rifles, Heavy Weapons or Super Heavy Weapons. You are proficient in Athletics and Intimidate and gain one Language of your choice.</br>
+
Basic Infantry Training: You trained in basic to learn to use a wide variety of weapons and armor for personal combat. You gain proficiency in any two of following: any one Armor type (except Exo-Suits), Rifles, Heavy Weapons or Super Heavy Weapons. You are proficient in Athletics and Intimidate and gain one Language of your choice.
'''''Flight School''''': You trained in flight school for aerial or space combat. Gain proficiency in Super-Heavy weapons along with skills Perception and Piloting. Also start with one additional Language of choice.</br>
+
Flight School: You trained in flight school for aerial or space combat. Gain proficiency in Super-Heavy weapons along with skills Perception and Piloting. Also start with one additional Language of choice.
'''''Corps of Engineers''''': You served the corps of engineers, blasting and building fortifications for the service. You gain proficiency with Mechanics, Physical Science and Technology skill and one Language of choice.</br>
+
Corps of Engineers: You served the corps of engineers, blasting and building fortifications for the service. You gain proficiency with Mechanics, Physical Science and Technology skill and one Language of choice.
'''''Field Medicine''''': You served as a field medic in the service. You gain proficiency with one of the following of choice – Rifles, Light Armor, Medium or Heavy Armor. You are proficient with Life Science and Medicine and gain one Language of your choice.</br>
+
Field Medicine: You served as a field medic in the service. You gain proficiency with one of the following of choice – Rifles, Light Armor, Medium or Heavy Armor. You are proficient with Life Science and Medicine and gain one Language of your choice.
'''''Military Academy''''': You attended a prestigious military academy. You gain proficiency in Culture and Insight along with either Intimidate or Persuasion. Also gain two Languages of your choice.</br>
+
Military Academy: You attended a prestigious military academy. You gain proficiency in Culture and Insight along with either Intimidate or Persuasion. Also gain two Languages of your choice.
'''''Special Operations''''': You served with special operations, which is all that you are allowed to say. You are proficiency with Rifles or Heavy Weapons. You gain proficient with Stealth and Survival, and one Language of your choice.</br>
+
Special Operations: You served with special operations, which is all that you are allowed to say. You are proficiency with Rifles or Heavy Weapons. You gain proficient with Stealth and Survival, and one Language of your choice.
'''''Exo-Armor Trooper''''': You were trained to fight in power armor. You gain proficiency in Exo-Armor and Heavy weapons. You are proficient in Athletics and Intimidate, and gain one additional Language of your choice.</br>
+
Exo-Armor Trooper: You were trained to fight in power armor. You gain proficiency in Exo-Armor and Heavy weapons. You are proficient in Athletics and Intimidate, and gain one additional Language of your choice.
Equipment: one Military uniform (used), one set of combat fatigues, one set of common clothing, a Combat knife and one melee weapon with Advanced Alloy upgrade, credstik with 50 credits.</br>
+
Equipment: one Military uniform (used), one set of combat fatigues, one set of common clothing, a Combat knife and one melee weapon with Advanced Alloy upgrade, credstik with 50 credits.
  
'''Recluse'''[https://www.pinterest.com/pin/70437480414683/]: You’re an introvert, requiring solitude from time to time. You may not hate people; you just can’t handle groups for long periods of time. As such, your default stance is to dive into books or in front of a computer. It may go further, forcing you to live life as a hermit in a hut or as a hobo pining his days in a van down by the river. This is unlikely as you are required to be functional in some way among other people. This concept could encompass a monastic order, or you could be geek. You are not required to create an extravagant reason why you avoid people—you could just be a nerd. You excel when allowed to act by yourself.</br>
+
Recluse: You’re an introvert, requiring solitude from time to time. You may not hate people; you just can’t handle groups for long periods of time. As such, your default stance is to dive into books or in front of a computer. It may go further, forcing you to live life as a hermit in a hut or as a hobo pining his days in a van down by the river. This is unlikely as you are required to be functional in some way among other people. This concept could encompass a monastic order, or you could be geek. You are not required to create an extravagant reason why you avoid people—you could just be a nerd. You excel when allowed to act by yourself.
Skill Proficiencies: Computer Use plus any two Intelligence or Wisdom based skill.</br>
+
Skill Proficiencies: Computer Use plus any two Intelligence or Wisdom based skill.
Equipment: Two sets of common clothes, advanced dataslate (Int & Wis 14, proficiency bonus +3), with +1d4 additional Library subjects (pg. 75), credstik with 100 credits.</br>
+
Equipment: Two sets of common clothes, advanced dataslate (Int & Wis 14, proficiency bonus +3), with +1d4 additional Library subjects (pg. 75), credstik with 100 credits.
  
'''Regular Joe'''[https://www.pinterest.com/pin/9922061666993615/]: You don’t consider yourself special—you don’t excel in any one thing. And yet, you are still a unique and interesting snowflake. The combination of skills and strengths, despite nothing marking you as the best in the world, still distinguishes you to the world... it’s just the world will probably never know. You are the one society depends on to be reliable. You lack any debilitating psychological traits, but you are also not gifted to be outclass those around you. This does not assume you will never achieve anything—it just says you were never expected to.</br>
+
Regular Joe: You don’t consider yourself special—you don’t excel in any one thing. And yet, you are still a unique and interesting snowflake. The combination of skills and strengths, despite nothing marking you as the best in the world, still distinguishes you to the world... it’s just the world will probably never know. You are the one society depends on to be reliable. You lack any debilitating psychological traits, but you are also not gifted to be outclass those around you. This does not assume you will never achieve anything—it just says you were never expected to.
Skill Proficiencies: Any three skills of choice.</br>
+
Skill Proficiencies: Any three skills of choice.
Equipment: Two sets of common clothing, credstik with 50 credits.</br>
+
Equipment: Two sets of common clothing, credstik with 50 credits.
  
'''Smooth Talker'''[https://www.pinterest.com/pin/105130972543628333/]: As a mirror to the recluse, you find interacting with people thrilling. They invigorate you, and you find confidence and motivation when surrounded by those paying attention. You are often the leader in a situation, or you desire to be said leader. In school, you quickly found that words and actions would gather the interest of others, encouraging you to continue the practice. You can’t stand remaining still in front of a computer, or in isolation. You have to get out and about!</br>
+
Smooth Talker: As a mirror to the recluse, you find interacting with people thrilling. They invigorate you, and you find confidence and motivation when surrounded by those paying attention. You are often the leader in a situation, or you desire to be said leader. In school, you quickly found that words and actions would gather the interest of others, encouraging you to continue the practice. You can’t stand remaining still in front of a computer, or in isolation. You have to get out and about!
Skill Proficiencies: Deception, Gambling and Persuasion</br>
+
Skill Proficiencies: Deception, Gambling and Persuasion
Languages: One language of your choice.</br>
+
Languages: One language of your choice.
Equipment: One gaming set worth up to 25 credits, one set of elite clothes, one set of common cloths, credstik with 300 credits.</br>
+
Equipment: One gaming set worth up to 25 credits, one set of elite clothes, one set of common cloths, credstik with 300 credits.
  
'''Voidborn'''[https://www.pinterest.com/pin/9922061669073341/]: You were born and raised onboard an interstellar vessel that traveled between the stars or one of the outer system asteroid belts (Belters as they are called who mine these mineral). Having spent much if not most of your life in space you tend to be a bit different than those “grounders”.</br>
+
Voidborn: You were born and raised onboard an interstellar vessel that traveled between the stars or one of the outer system asteroid belts (Belters as they are called who mine these mineral). Having spent much if not most of your life in space you tend to be a bit different than those “grounders”.
Skill Proficiencies: Acrobatics and Athletics and either Mechanic or Pilot.</br>
+
Skill Proficiencies: Acrobatics and Athletics and either Mechanic or Pilot.
Languages: One language of your choice.</br>
+
Languages: One language of your choice.
Equipment: Void suit, two sets of work (lower) coverall clothing, a spacer’s pack, a trinket from space, a credstik with 150 credits.</br>
+
Equipment: Void suit, two sets of work (lower) coverall clothing, a spacer’s pack, a trinket from space, a credstik with 150 credits.
  
'''Wildlander'''[https://www.pinterest.com/pin/1407443621370777/]: You hail from a primitive world that either has only recently made contact with the DragonStar Empire or maybe it is still “unknown” but the site of illegal mining and you were captured to work as a slave laborer for them. Your people never heard of the civilizations from other worlds or the technology but somehow you have found your way into the greater universe.</br>
+
Wildlander: You hail from a primitive world that either has only recently made contact with the DragonStar Empire or maybe it is still “unknown” but the site of illegal mining and you were captured to work as a slave laborer for them. Your people never heard of the people from other worlds or the technology but somehow you have found your way into the greater universe.
Skill Proficiencies: Animal Handling, Athletics and Survival.</br>
+
Skill Proficiencies: Animal Handling, Athletics and Survival.
Language: One language of your choice.</br>
+
Language: One language of your choice.
Equipment: Native traveling clothing (lower or common class), a native trinket worth 50 gold, any one primitive weapon, and 50 gold coins.</br>
+
Equipment: Native traveling clothing (lower or common class), a native trinket worth 50 gold, any one primitive weapon, and 50 gold coins.
  
 
=== NEW SPELLS ===
 
=== NEW SPELLS ===
 
Magical School Type Mod: '''Technomagic'''</br>
 
Magical School Type Mod: '''Technomagic'''</br>
Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.</br></br>
+
Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.</br>
'''ARCANE GRAFFTI'''[https://www.pinterest.com/pin/128282289377042244/]</br>
+
 
Conjuration cantrip</br>
+
ARCANE GRAFFTI
Bards, Sorcerers, Warlocks, Wizards</br>
+
Conjuration cantrip
Casting Time: 1 action</br>
+
Bards, Sorcerers, Warlocks, Wizards
Range: Touch</br>
+
Casting Time: 1 action
Components: V, S</br>
+
Range: Touch
Duration: 1 hour</br>
+
Components: V, S
This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds.</br>
+
Duration: 1 hour
 +
This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds.
  
'''ARCANE HACKING'''</br>
+
ARCANE HACKING
2nd level transmutation (technomagic)</br>
+
2nd level transmutation (technomagic)
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Self</br>
+
Range: Self
Components: V, S, M (comlink or hacking kit)</br>
+
Components: V, S, M (comlink or hacking kit)
Duration: Concentration, up to 1 hour</br>
+
Duration: Concentration, up to 1 hour
You gain advantage on all Computer Use checks or Thievery when using Hacking kit to improve a hostile computers attitude towards you. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Computer Use or Thievery if using a Hacking kit against the spell save DC of the spell’s caster.</br>
+
You gain advantage on all Computer Use checks or Thievery when using Hacking kit to improve a hostile computers attitude towards you. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Computer Use or Thievery if using a Hacking kit against the spell save DC of the spell’s caster.
'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.</br>
+
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.
  
'''BURGLAR’S BUDDY'''</br>
+
BURGLAR’S BUDDY
2nd level illusion (technomagic)</br>
+
2nd level illusion (technomagic)
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Self (10-foot radius)</br>
+
Range: Self (10-foot radius)
Components: V, S, M (a camera lens cover)</br>
+
Components: V, S, M (a camera lens cover)
Duration: 1 minute</br>
+
Duration: 1 minute
You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, laser tripwire and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast.</br>
+
You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, laser tripwire and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast.
  
'''CALL VEHICLE''''[https://www.pinterest.com/pin/199636195972851646/]</br>
+
CALL VEHICLE
3rd-level conjuration</br>
+
3rd-level conjuration
Bards, Sorcerers, Warlocks, Wizards</br>
+
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 10 minutes</br>
+
Casting Time: 10 minutes
Range: 30 feet</br>
+
Range: 30 feet
Components: V, S</br>
+
Components: V, S
Duration: 8 hours</br>
+
Duration: 8 hours
You summon a spirit that assumes the form of a nonmilitary landcraft or hovercraft of your choice, up to Huge size that appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish Racer Landcar might be jet black in color, with tinted windows and a sinister looking front grille.</br>
+
You summon a spirit that assumes the form of a nonmilitary landcraft or hovercraft of your choice, up to Huge size that appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish Racer Landcar might be jet black in color, with tinted windows and a sinister looking front grille.
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability and it does not run out of power or gas for the duration. While driving the conjured vehicle, you are considered proficient with Drive, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.</br>
+
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability and it does not run out of power or gas for the duration. While driving the conjured vehicle, you are considered proficient with Drive, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.
If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.</br>
+
If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, you can conjure a Huge sized nonmilitary watercraft or Gargantuan landcraft or hovercraft. When you cast this spell using a spell slot of 6th level or higher, you can conjure a Huge sized nonmilitary aerocraft, helicopter or anti-grav vehicle. When you cast this spell using a spell slot of 8th level or higher, you can conjure any atmospheric vehicle, including military one or you can conjure a Gargantuan size Starship.</br>
+
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can conjure a Huge sized nonmilitary watercraft or Gargantuan landcraft or hovercraft. When you cast this spell using a spell slot of 6th level or higher, you can conjure a Huge sized nonmilitary aerocraft, helicopter or anti-grav vehicle. When you cast this spell using a spell slot of 8th level or higher, you can conjure any atmospheric vehicle, including military one or you can conjure a Gargantuan size Starship.
  
'''COMMUNE WITH THE CITY'''[https://www.pinterest.com/pin/2392606039560412/]</br>
+
COMMUNE WITH THE CITY
5th level divination (ritual)</br>
+
5th level divination (ritual)
Bards, Clerics (Knowledge, Nature), Druids, Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics (Knowledge, Nature), Druids, Sorcerers, Warlocks, Wizards
Casting Time: 1 minute</br>
+
Casting Time: 1 minute
Range: Self</br>
+
Range: Self
Components: V, S</br>
+
Components: V, S
Duration: Instantaneous</br>
+
Duration: Instantaneous
 
You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
 
You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
* Terrain and bodies of water
+
Terrain and bodies of water
* Prevalent buildings, plants, animals, or intelligent creatures
+
Prevalent buildings, plants, animals, or intelligent creatures
* Powerful entities (CR 1 or higher celestials, fey, fiends, elementals, or undead; but not location)
+
Powerful entities (CR 1 or higher celestials, fey, fiends, elementals, or undead; but not location)
* Influences from other planes of existence
+
Influences from other planes of existence
* Electrical currents, wireless signals, and active transit lines and tracks. For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
+
102
 +
Electrical currents, wireless signals, and active transit lines and tracks. For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
  
'''CONJURE KNOWBOT'''</br>
+
CONJURE KNOWBOT
4th level conjuration (technomagic)</br>
+
4th level conjuration (technomagic)
Bards, Cleric (Knowledge), Sorcerers, Warlocks, Wizards</br>
+
Bards, Cleric (Knowledge), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Touch</br>
+
Range: Touch
Components: V, S</br>
+
Components: V, S
Duration: 10 minutes</br>
+
Duration: 10 minutes
You touch a single computerized device (like a dataslate or golem or A.I. automated system) or computer system to conjure a knowbot – a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with Computer Use if you have it).</br>
+
You touch a single computerized device (like a dataslate or golem or A.I. automated system) or computer system to conjure a knowbot – a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with Computer Use if you have it).
You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately re-establishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.</br>
+
You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately re-establishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.
'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1.000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.</br>
+
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1.000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.
  
'''CONTROL GRAVITY'''[[https://www.pinterest.com/pin/4996249572319624/]]</br>
+
CONTROL GRAVITY
6th level transmutation</br>
+
6th level transmutation
Sorcerers, Warlocks, Wizards</br>
+
Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 100 feet</br>
+
Range: 100 feet
Components: V, S</br>
+
Components: V, S
Duration: Concentration up to 1 minute</br>
+
Duration: Concentration up to 1 minute
You can control gravity within a 20 foot radius area, up to 40 feet high, within range, causing it to reverse, to become low, become zero-g, or become extremely high. Targets within the area gain a Dexterity save to ‘move’ out of the area and are unaffected. Those who failed suffer the effects of the type of gravity you impose for the duration or as long as they remain within the area. See Environment rules on Gravity types (pg. 12) on what gravity you cast the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.</br>
+
You can control gravity within a 20 foot radius area, up to 40 feet high, within range, causing it to reverse, to become low, become zero-g, or become extremely high. Targets within the area gain a Dexterity save to ‘move’ out of the area and are unaffected. Those who failed suffer the effects of the type of gravity you impose for the duration or as long as they remain within the area. See Environment rules on Gravity types (pg. 12) on what gravity you cast the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.
 
If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction.
 
If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction.
High, low and Zero-G gravity affect targets as per the Environmental Houserules for the duration.</br>
+
High, low and Zero-G gravity affect targets as per the Environmental Houserules for the duration.
  
'''CONTROL MACHINES'''</br>
+
CONTROL MACHINES
5th level transmutation (technomagic)</br>
+
5th level transmutation (technomagic)
Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 100 feet</br>
+
Range: 100 feet
Components: V, S, M (piece of a destroyed device or machine)</br>
+
Components: V, S, M (piece of a destroyed device or machine)
Duration: Concentration up to 1 minute</br>
+
Duration: Concentration up to 1 minute
You wrest control of a targeted construct be it a golem, vehicle, computer A.I. etc. You can issue commands to this construct on your turn and when you first cast this spell, for it to act on its turn. If any construct is under the command of another being it can make an Intelligence save to retain control, causing the spell to fail.</br>
+
You wrest control of a targeted construct be it a golem, vehicle, computer A.I. etc. You can issue commands to this construct on your turn and when you first cast this spell, for it to act on its turn. If any construct is under the command of another being it can make an Intelligence save to retain control, causing the spell to fail.
While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. Vehicles require an A.I. and Automation in order to move.</br>
+
While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. Vehicles require an A.I. and Automation in order to move.
'''''Higher Levels''''': When you cast this spell using a spell slot of 6th level or higher, each additional level that you cast it at allows you to control and additional construct as above.</br>
+
Higher Levels: When you cast this spell using a spell slot of 6th level or higher, each additional level that you cast it at allows you to control and additional construct as above.
  
'''DATAREAD'''</br>
+
DATAREAD
2nd level divination (technomagic)</br>
+
2nd level divination (technomagic)
Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Touch</br>
+
Range: Touch
Components: V, S</br>
+
Components: V, S
Duration: Concentration, up to 1 minute</br>
+
Duration: Concentration, up to 1 minute
You run your finger over any machine readable data source (computer, dataslate, etc.) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine.</br>
+
You run your finger over any machine readable data source (computer, dataslate, etc.) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine.
For example, if reading a music device, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.</br>
+
For example, if reading a music device, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.
The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.</br>
+
The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.
'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour.</br>
+
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour.
  
'''DEGAUSS'''</br>
+
DEGAUSS
1st level transmutation (technomagic)</br>
+
1st level transmutation (technomagic)
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Touch</br>
+
Range: Touch
Components: V, S</br>
+
Components: V, S
Duration: Instantaneous</br>
+
Duration: Instantaneous
By touching a single device that contains electronic files, such as a computer, you can erase one set of files on that device. For example you could touch a dataslate and remove the Technology skill proficiency from the system. The device needs an Intelligence save or loss either a proficiency or datafile of notes, research files, criminal records of one subject, etc. of your choice.</br>
+
By touching a single device that contains electronic files, such as a computer, you can erase one set of files on that device. For example you could touch a dataslate and remove the Technology skill proficiency from the system. The device needs an Intelligence save or loss either a proficiency or datafile of notes, research files, criminal records of one subject, etc. of your choice.
  
'''DETECT ENVIRONMENT'''</br>
+
DETECT ENVIRONMENT
1st level divination</br>
+
1st level divination
Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Self</br>
+
Range: Self
Components: V, S</br>
+
Components: V, S
Duration: 1 hour</br>
+
Duration: 1 hour
For the duration you sense the environmental conditions around and within 120 feet radius area around you perfectly (i.e. you learn the atmosphere and any natural hostile toxins, gravity, hot or cold, pressure and any radiation, see Environment).</br>
+
For the duration you sense the environmental conditions around and within 120 feet radius area around you perfectly (i.e. you learn the atmosphere and any natural hostile toxins, gravity, hot or cold, pressure and any radiation, see Environment pg. 11-13).
'''''Higher Levels''''': When you cast this spell using a slot of 2nd level or higher you double the area of affect with each level (double at 2nd, double again at 3rd, etc.)</br>
+
Higher Levels: When you cast this spell using a slot of 2nd level or higher you double the area of affect with each level (double at 2nd, double again at 3rd, etc.)
  
'''DIGITAL PHAMTOM'''</br>
+
DIGITAL PHAMTOM
2nd level abjuration (technomagic)</br>
+
2nd level abjuration (technomagic)
Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards</br>
+
Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Self</br>
+
Range: Self
Components: V, S, M (a small piece of copper wire or optical fiber)</br>
+
Components: V, S, M (a small piece of copper wire or optical fiber)
Duration: Concentration, up to 1 hour</br>
+
Duration: Concentration, up to 1 hour
This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.</br>
+
This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.
  
'''DISCHARGE'''[https://www.pinterest.com/pin/2462974783382323/]</br>
+
DISCHARGE
3rd level abjuration</br>
+
3rd level abjuration
Bards, Clerics, Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 100 feet</br>
+
Range: 100 feet
Components: V, S</br>
+
Components: V, S
Duration: Instant</br>
+
Duration: Instant
You can dissipate the charges from one technological object, temporarily depower one device using a powercell. One target that you can see must succeed with an Intelligence save or that object is completely depowered and cannot be used for 1 minute afterwards. A successful Mechanic check and an action against the same DC can turn the device back on. A construct (golem, vehicle, etc.) that runs on a powercell can also be affected. If controlled the use that creatures save plus any bonus (from powercell size and number, vehicle saving throw bonus, etc.) for the same affect.</br>
+
You can dissipate the charges from one technological object, temporarily depower one device using a powercell. One target that you can see must succeed with an Intelligence save or that object is completely depowered and cannot be used for 1 minute afterwards. A successful Mechanic check and an action against the same DC can turn the device back on. A construct (golem, vehicle, etc.) that runs on a powercell can also be affected. If controlled the use that creatures save plus any bonus (from powercell size and number, vehicle saving throw bonus, etc.) for the same affect.
'''''Higher Levels''''': When you cast this spell using a slot of 4th level or higher you can affect one additional device or construct, etc. so long as both items are within 30 feet of each other.</br>
+
Higher Levels: When you cast this spell using a slot of 4th level or higher you can affect one additional device or construct, etc. so long as both items are within 30 feet of each other.
  
'''ELECTROMAGNETIC PULSE'''</br>
+
ELECTROMAGNETIC PULSE
3rd level evocation (technomagic)</br>
+
3rd level evocation (technomagic)
Bards, Sorcerers, Warlocks, Wizards</br>
+
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 30 feet</br>
+
Range: 30 feet
Components: V, S</br>
+
Components: V, S
Duration: Instantaneous</br>
+
Duration: Instantaneous
When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Anything with a Powercell must make an Intelligence save or if carried requires the user to make an Intelligence save as if it by a Pincher attack (see new Weapon Properties).</br>
+
When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Anything with a Powercell must make an Intelligence save or if carried requires the user to make an Intelligence save as if it by a Pincher attack (see new Weapon Properties).
  
'''GLYPH OF WARDING'''</br>
+
GLYPH OF WARDING
Updated – this spell can be used to also inscribe a glyph onto a datafile or other important restricted computer system. These cannot normally be hidden from those that would want to brake them but if they do the spell relays its effect to whatever the target is located.</br>
+
Updated – this spell can be used to also inscribe a glyph onto a datafile or other important restricted computer system. These cannot normally be hidden from those that would want to brake them but if they do the spell relays its effect to whatever the target is located.
  
'''HAYWIRE'''</br>
+
HAYWIRE
3rd level enchantment (technomagic)</br>
+
3rd level enchantment (technomagic)
Bards, Sorcerers, Warlocks, Wizards</br>
+
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 90 feet</br>
+
Range: 90 feet
Components: V, S</br>
+
Components: V, S
Duration: Concentration, up to 1 minute</br>
+
Duration: Concentration, up to 1 minute
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected if it does not have an Intelligence score. If an electronic device is held by a creature or one with an Intelligence score must succeed on an Intelligence saving throw or have the device affected by the spell.</br>
+
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected if it does not have an Intelligence score. If an electronic device is held by a creature or one with an Intelligence score must succeed on an Intelligence saving throw or have the device affected by the spell.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. At the end of its turn it gets a new Intelligence save. Success ends the condition.</br>
+
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. At the end of its turn it gets a new Intelligence save. Success ends the condition.
:1. The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
+
1. The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
:2–4. The device does not function.
+
2–4. The device does not function.
:5. The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
+
5. The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
:6. The device is usable as normal.
+
6. The device is usable as normal.
'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.</br>
+
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
  
'''HEAL DEVICE'''</br>
+
HEAL DEVICE
2nd level transmutation (technomagic)</br>
+
2nd level transmutation (technomagic)
Sorcerers, Warlocks, Wizards</br>
+
Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Touch</br>
+
Range: Touch
Components: V, S</br>
+
Components: V, S
Duration: Instant</br>
+
Duration: Instant
Your touch heals on device, construct, vehicle, computer, etc. 2d8 plus your Intelligence modifier.</br>
+
Your touch heals on device, construct, vehicle, computer, etc. 2d8 plus your Intelligence modifier.
If the device does not have hit points you make an automatic Mechanics skill check at +10 to fix a broken device no greater then 10lbs of weight.</br>
+
Higher Levels: When you cast this spell using a slot of 2nd level or higher you heal an additional 1d8 for each additional level of spell you cast it at.
'''''At Higher Levels'''''. When you cast this spell using a slot of 2nd level or higher you heal an additional 1d8 for each additional level of spell you cast it at. For devices that lack hit points you can fix an addition 10lbs with your Mechanics roll.</br>
 
  
'''INFALLIBLE RELAY'''</br>
+
INFALLIBLE RELAY
1st level divination (technomagic)</br>
+
1st level divination (technomagic)
Bard, Sorcerers, Warlocks, Wizards</br>
+
Bard, Sorcerers, Warlocks, Wizards
Casting Time: 1 minute</br>
+
Casting Time: 1 minute
Range: Self</br>
+
Range: Self
Components: V, S, M (a phone chip)</br>
+
Components: V, S, M (a phone chip)
Duration: Concentration, up to 10 minutes</br>
+
Duration: Concentration, up to 10 minutes
With this spell, you can target any creature with which you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest comlink or similar communication device within 100 feet of the target begins to ‘ring’. If there is no suitable device close enough to the target, the spell fails.</br>
+
With this spell, you can target any creature with which you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest comlink or similar communication device within 100 feet of the target begins to ‘ring’. If there is no suitable device close enough to the target, the spell fails.
The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.</br>
+
The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
  
'''INSTANT CONNECTIVITY'''</br>
+
INSTANT CONNECTIVITY
5th level conjuration (technomagic)</br>
+
5th level conjuration (technomagic)
Bards, Sorcerers, Warlocks, Wizards</br>
+
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 10 feet</br>
+
Range: 10 feet
Components: V, S, M (a device connected to the Ethernet worth at least 50 credits)</br>
+
Components: V, S, M (a device connected to internet worth at least 50 credits)
Duration: Instantaneous</br>
+
Duration: Instantaneous
With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time.</br>
+
With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time.
 
At least one of the creatures affected must be touching a computer with EtherRealm connection.
 
At least one of the creatures affected must be touching a computer with EtherRealm connection.
 
The targets must be sent to a specific computer or comlink that is currently active online.
 
The targets must be sent to a specific computer or comlink that is currently active online.
Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room.</br>
+
Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room.
You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be cast until the security is disabled.</br>
+
You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be cast until the security is disabled.
  
'''IRRADIATE'''</br>
+
IRRADIATE
3rd level conjuration</br>
+
3rd level conjuration
Clerics, Sorcerers, Warlocks, Wizards</br>
+
Clerics, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 100 feet</br>
+
Range: 100 feet
Components: V, S</br>
+
Components: V, S
Duration: instantaneous</br>
+
Duration: instantaneous
This spell floods a 10 foot radius that you can see with a radiative environment, but only for a few seconds. Creatures in the area must make a Constitution saving throw or suffer the exposer effects of Dangerous radiation (see Environment pg. 13). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.</br>
+
This spell floods a 10 foot radius that you can see with a radiative environment, but only for a few seconds. Creatures in the area must make a Constitution saving throw or suffer the exposer effects of Dangerous radiation (see Environment pg. 13). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.
'''''At Higher Levels''''': When you cast this spell using a slot of 4th level causes Extreme levels of radiation affects and if cast at 5th level slot it causes Deadly levels of radiation to everyone in the area.</br>
+
Higher Levels: When you cast this spell using a slot of 4th level causes Extreme levels of radiation affects and if cast at 5th level slot it causes Deadly levels of radiation to everyone in the area.
  
'''LIFE BUBBLE'''</br>
+
LIFE BUBBLE
Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards
2nd level abjuration</br>
+
2nd level abjuration
Casting Time 1 reaction, which you take when you or someone you see within 100ft.</br>
+
Casting Time 1 reaction, which you take when you or someone you see within 100ft.
Range: 100 feet</br>
+
Range: 100 feet
Components: S</br>
+
Components: S
Duration: 1 hour</br>
+
Duration: 1 hour
You surround a targeted creature that you can see with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, dense, thin, and toxic atmospheres), as well as underwater or in a vacuum. Targets are immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. The shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt saving throws, as well as atmospheric pressures. Finally the shell grants advantage on saves verse all types of radiation and resistant to radiation damage.</br>
+
You surround a targeted creature that you can see with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, dense, thin, and toxic atmospheres), as well as underwater or in a vacuum. Targets are immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. The shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt saving throws, as well as atmospheric pressures. Finally the shell grants advantage on saves verse all types of radiation and resistant to radiation damage.
Life bubble doesn’t provide protection from energy damage spells (including irradiate spell); it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).</br>
+
Life bubble doesn’t provide protection from energy damage spells (including irradiate spell); it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).
'''''At Higher Levels''''': When you cast this spell using a slot each additional level allows you to affect one additional target. They do not need to be close to each other but you must be able to see them.</br>
+
Higher Levels: When you cast this spell using a slot each additional level allows you to affect one additional target. They do not need to be close to each other but you must be able to see them.
  
'''MACHINE INVISBILITY'''</br>
+
MACHINE INVISBILITY
3rd level illusion (technomagic)</br>
+
3rd level illusion (technomagic)
Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards</br>
+
Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 10 feet</br>
+
Range: 10 feet
Components: V, S, M (a glass lens, which the caster fogs by breathing on it)</br>
+
Components: V, S, M (a glass lens, which
Duration: Concentration, up to 10 minutes</br>
+
the caster fogs by breathing on it)
Four creatures of your choice within range cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision. Affected creatures can still attack, cast spells, etc. while the spell is functioning without disrupting it.</br>
+
Duration: Concentration, up to 10 minutes
 +
Four creatures of your choice within range cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision. Affected creatures can still attack, cast spells, etc. while the spell is functioning without disrupting it.
  
'''MASK METAL'''</br>
+
MASK METAL
1st level illusion</br>
+
1st level illusion
Bards, Sorcerers, Warlocks, Wizards</br>
+
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Components: V, S, M (a magnet)</br>
+
Components: V, S, M (a magnet)
Range: Touch</br>
+
Range: Touch
Duration: Concentration, up to 1 hour</br>
+
Duration: Concentration, up to 1 hour
This spell makes a single metal object weighing no more than 24 pounds undetectable to metal detectors. Hand Scanners and similar devices are at disadvantage to detecting the item.</br>
+
This spell makes a single metal object weighing no more than 24 pounds undetectable to metal detectors. Hand Scanners and similar devices are at disadvantage to detecting the item.
  
'''MASS LIFE BUBBLE'''</br>
+
MASS LIFE BUBBLE
4th level transmutation</br>
+
4th level transmutation
Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards</br>
+
Casting Time: 1 action
Casting Time: 1 action</br>
+
Range: 100 feet
Range: 100 feet</br>
+
Components: S
Components: S</br>
+
Duration: 1 hour
Duration: 1 hour</br>
+
You can magically shield up to six creatures of your choice that you can see within the range immune to the harmful environmental effects, as with the life bubble spell.
You can magically shield up to six creatures of your choice that you can see within the range immune to the harmful environmental effects, as with the life bubble spell.</br>
+
At Higher Levels. When you cast this spell using a spell slot of 5th higher, you can target six additional creatures for each slot level above 4th.
'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th higher, you can target six additional creatures for each slot level above 4th.</br>
 
  
'''RECHARGE POWERCELL'''</br>
+
RECHARGE POWERCELL
1st level transmutation (technomagic)</br>
+
1st level transmutation (technomagic)
Bards, Clerics, Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Touch</br>
+
Range: Touch
Components: V, S, M (old discarded and non-functional battery at least a B type)</br>
+
Components: V, S, M (old discarded and non-functional battery at least a B type)
Duration: Instant</br>
+
Duration: Instant
Your touch instantly and fully recharges two AAA or AA powercells or a single A powercell.</br>
+
Your touch instantly and fully recharges two AAA or AA powercells or a single A powercell.
'''''At Higher Levels'''''. When you cast this spell using a slot of 2nd level you can recharge a single B powercell, or a 3rd level slot you recharge a single C powercell, or a 4th level slot you recharge a single D powercell, or a 5th level slot you recharge a single E powercell, or a 6th level slot you recharge a single F powercell, or a 7th level slot you recharge a single G powercell, or finally with an 8th level slot you recharge a single H powercell.</br>
+
Higher Levels: When you cast this spell using a slot of 2nd level you can recharge a single B powercell, or a 3rd level slot you recharge a single C powercell, or a 4th level slot you recharge a single D powercell, or a 5th level slot you recharge a single E powercell, or a 6th level slot you recharge a single F powercell, or a 7th level slot you recharge a single G powercell, or finally with an 8th level slot you recharge a single H powercell.
  
'''REMOVE RADIOACTIVITY'''</br>
+
REMOVE RADIOACTIVITY
4th level conjuration</br>
+
4th level conjuration
Bards, Clerics, Druids, Wizards</br>
+
Bards, Clerics, Druids, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: touch</br>
+
Range: touch
Components: V, S</br>
+
Components: V, S
Duration: instantaneous</br>
+
Duration: instantaneous
You remove all ongoing effects of radiation from a single target that you touch. This does not heal lost hit points but it removes the poisoned condition and restores the target back to its original full hit point maximum without requiring any additional rest or medicine.</br>
+
You remove all ongoing effects of radiation from a single target that you touch. This does not heal lost hit points but it removes the poisoned condition and restores the target back to its original full hit point maximum without requiring any additional rest or medicine.
When cast as area, a single casting of remove radioactivity removes radiation from a 20 foot radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.</br>
+
When cast as area, a single casting of remove radioactivity removes radiation from a 20 foot radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.
  
'''SYNCHRONICITY'''[https://www.pinterest.com/pin/201043570856335315/]</br>
+
SYNCHRONICITY
Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards</br>
+
Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards
4th level enchantment</br>
+
4th level enchantment
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: Touch</br>
+
Range: Touch
Components: V, S</br>
+
Components: V, S
Duration: Concentration, up to 1 hour</br>
+
Duration: Concentration, up to 1 hour
The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.</br>
+
The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.
Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available.</br>
+
Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available.
Additionally, the target has advantage on all ability checks made to drive a vehicle of any type.</br>
+
Additionally, the target has advantage on all ability checks made to drive a vehicle of any type.
In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.</br>
+
In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.
  
'''WIRE WALK'''[https://www.pinterest.com/pin/1266706136197635/]</br>
+
WIRE WALK
4th level conjuration (technomagic)</br>
+
4th level conjuration (technomagic)
Bards, Sorcerers, Warlocks, Wizards</br>
+
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action</br>
+
Casting Time: 1 action
Range: 10 feet</br>
+
Range: 10 feet
Components: V</br>
+
Components: V
Duration: Instantaneous</br>
+
Duration: Instantaneous
This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a comlink or similar device that you call. The comlink must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.</br>
+
This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a comlink or similar device that you call. The comlink must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.
  
 
== GEAR & EQUIPMENT ==
 
== GEAR & EQUIPMENT ==
Line 1,012: Line 919:
 
'''ADVANCED MARTIAL MELEE WEAPONS'''</br>
 
'''ADVANCED MARTIAL MELEE WEAPONS'''</br>
 
These weapons count as Martial Weapons for proficiency.</br>
 
These weapons count as Martial Weapons for proficiency.</br>
'''Fangblade'''[https://www.pinterest.com/pin/89157267611159622/]: this longsword style weapon if fitted with a spinning-rotating chain of diamond or adamantine-edge blades along its edge. This is extremely loud, but also very effective of tearing through its targets. Unpowered the blade is a normal longsword (Restricted).</br>
+
'''Fangblade''': this longsword style weapon if fitted with a spinning-rotating chain of diamond or adamantine-edge blades along its edge. This is extremely loud, but also very effective of tearing through its targets. Unpowered the blade is a normal longsword (Restricted).</br>
 
'''Fangblade Axe''': as the fangblade but fitting onto the edge of a battleaxe (Restricted).</br>
 
'''Fangblade Axe''': as the fangblade but fitting onto the edge of a battleaxe (Restricted).</br>
'''Mist Blade'''[https://www.pinterest.com/pin/4855512088995522/]: also called Light-Blades, this weapon is only a handle until activated which produces a blade of pure energy (Military).</br>
+
'''Mist Blade''': also called Light-Blades, this weapon is only a handle until activated which produces a blade of pure energy (Military).</br>
 
'''Power Axe''': as a power sword but build on a battleaxe (Military).</br>
 
'''Power Axe''': as a power sword but build on a battleaxe (Military).</br>
 
'''Power Gauntlet''': these gauntlets deliver a powerful blast with one’s punch, allow them to damage even structures. Each is sold separately, but if a pair is worn add +1 to your AC (Restricted).</br>
 
'''Power Gauntlet''': these gauntlets deliver a powerful blast with one’s punch, allow them to damage even structures. Each is sold separately, but if a pair is worn add +1 to your AC (Restricted).</br>
'''Power Maul'''[https://www.pinterest.com/pin/7951736832273690/]: as a power sword but build on a maul (Restricted).</br>
+
'''Power Maul''': as a power sword but build on a maul (Restricted).</br>
 
'''Power Staff''': as a power sword but build on a quarterstaff (Restricted).</br>
 
'''Power Staff''': as a power sword but build on a quarterstaff (Restricted).</br>
'''Power Sword'''[https://www.pinterest.es/pin/823103269389616824/]: these are swords that have advanced generators components built within the weapons handle and along the blade itself that can create a powerful force-field like effect. When activated its field acts as a super cutter that can inflict damage against structures (Military).</br>
+
'''Power Sword''': these are swords that have advanced generators components built within the weapons handle and along the blade itself that can create a powerful force-field like effect. When activated its field acts as a super cutter that can inflict damage against structures (Military).</br>
 
'''Vibro-Dagger''': this weapon has a monofilament wire embedded along the edge of the blade that when activated vibrates on a microscopic scale but allowing it to cut through most material with easy. When powered there is a distinctively loud buzzing (Restricted).</br>
 
'''Vibro-Dagger''': this weapon has a monofilament wire embedded along the edge of the blade that when activated vibrates on a microscopic scale but allowing it to cut through most material with easy. When powered there is a distinctively loud buzzing (Restricted).</br>
 
'''Vibro-Spear''': as a vibro-dagger but fitted to the blade of a spear (Restricted).</br>
 
'''Vibro-Spear''': as a vibro-dagger but fitted to the blade of a spear (Restricted).</br>
Line 1,059: Line 966:
 
'''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching.</br>
 
'''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching.</br>
 
'''Collapsible Baton''': this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).</br>
 
'''Collapsible Baton''': this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).</br>
'''Combat Knife''': an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage when used in such a way but becomes 2-handed).</br>
+
C'''ombat Knife''': an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage when used in such a way but becomes 2-handed).</br>
'''Pain Prod''': somewhat illegal in most civilized areas, this evil weapons can deliver painful electrical jolts to their target and a favored weapon of pirates and slavers. (Restricted).</br>
+
'''Pain Pod''': somewhat illegal in most civilized areas, this evil weapons can deliver painful electrical jolts to their target and a favored weapon of pirates and slavers. (Restricted).</br>
 
'''Solid Core Staff''': a dense metal core quarterstaffs that can strike with considerable force.</br>
 
'''Solid Core Staff''': a dense metal core quarterstaffs that can strike with considerable force.</br>
 
'''Shock Gloves''': these deliver a powerful electrical shocks that can stun a target with a punch.</br>
 
'''Shock Gloves''': these deliver a powerful electrical shocks that can stun a target with a punch.</br>
Line 1,070: Line 977:
 
| Collapsible baton* || 25 || 1d4 bludgeoning || 1 || Finesse, holdout, light
 
| Collapsible baton* || 25 || 1d4 bludgeoning || 1 || Finesse, holdout, light
 
|-
 
|-
| Combat Knife* || 50 || 1d6 piercing or slashing || 1 || Finesse, light, UM   
+
| Combat Knight* || 50 || 1d6 piercing or slashing || 1 || Finesse, light, UM   
 
|-
 
|-
| Pain prod || 200 || 1d6 lightning || 2 || Finesse, light, painful, reload (pc/B), stun (15), touch  
+
| Pain prob || 200 || 1d6 lightning || 2 || Finesse, light, painful, reload (pc/B), stun (15), touch  
 
|-
 
|-
 
| Solid-core staff* || 75 || 1d8 bludgeoning || 7 || Heavy, versatile (1d10)  
 
| Solid-core staff* || 75 || 1d8 bludgeoning || 7 || Heavy, versatile (1d10)  
Line 1,118: Line 1,025:
 
'''Palm Pistol''': these are light, easily concealable auto-loading slug-throwing pocket pistols.</br>
 
'''Palm Pistol''': these are light, easily concealable auto-loading slug-throwing pocket pistols.</br>
 
'''Derringer''': a two barreled (one on top of the other) break-barrel loader pocket pistol.</br>
 
'''Derringer''': a two barreled (one on top of the other) break-barrel loader pocket pistol.</br>
'''Revolver'''[https://www.pinterest.com/pin/119204721374484721/]: a simple but reliable repeating handgun with six revolving cylinder.</br>
+
'''Revolver''': a simple repeating handgun with six revolving cylinder.</br>
 
'''Heavy Revolver''': a heavy version of the standard revolver.</br>
 
'''Heavy Revolver''': a heavy version of the standard revolver.</br>
'''Autoloader Pistol'''[https://www.pinterest.com/pin/335307134766259501/]: a light semi-automatic pistol, fairly cheap and reliable and popular for self-defense.</br>
+
'''Autoloader Pistol''': a light semi-automatic pistol, fairly cheap and reliable and popular for self-defense.</br>
 
'''Heavy Autoloader''': a high caliber semi-automatic pistol often used by law enforcement and the military forces.</br>
 
'''Heavy Autoloader''': a high caliber semi-automatic pistol often used by law enforcement and the military forces.</br>
'''Hand Cannon'''[https://www.pinterest.com/pin/3518505950323187/]: a five cylinder, heavy caliber revolver popular with bounty hunters and big game hunters due to its high stopping power (Restricted).</br>
+
'''Hand Cannon''': a five cylinder, heavy caliber revolver popular with bounty hunters and big game hunters due to its high stopping power (Restricted).</br>
 
'''Shotgun Pistol''': this two barreled (over-under or side-by-side) pistol fires shotgun rounds.</br>
 
'''Shotgun Pistol''': this two barreled (over-under or side-by-side) pistol fires shotgun rounds.</br>
'''Machine Pistol'''[https://www.pinterest.com/pin/336433034671712952/]: a light, fully automatic pistol (Restricted).</br>
+
'''Machine Pistol''': a light, fully automatic pistol (Restricted).</br>
'''Splinter Pistol''': This weapons use advantage ballistic rounds that ‘splinter’ on impact, something like hollow-point rounds, but possess a denser core that splints the round at designated points and tears through the target’s flesh with superior power (Military).</br>
+
'''Splinter Pistol''': This weapons use advantage ballistic rounds that ‘splinter’ on impact, something like hollow-point rounds, but possess a denser core that splints the round at designated points and tears through the target’s flesh with superior power. Add bludgeoning to their damage type (Military).</br>
 
'''Caseless Pistol''': the rounds of this semi-automatic pistol are consumed when the weapon fires, allowing additional ammunition to be fitted into the magazine clip and for a more compact firearm (as it does not require the ejector mechanism, etc.) (Restricted)</br>
 
'''Caseless Pistol''': the rounds of this semi-automatic pistol are consumed when the weapon fires, allowing additional ammunition to be fitted into the magazine clip and for a more compact firearm (as it does not require the ejector mechanism, etc.) (Restricted)</br>
 
'''Stun Pistol''': this non-lethal pistol is popular with the non-violent or those who want prisoners.</br>
 
'''Stun Pistol''': this non-lethal pistol is popular with the non-violent or those who want prisoners.</br>
 
'''Coil Pistol''': this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.</br>
 
'''Coil Pistol''': this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.</br>
 
'''Holdout Laser''': a pocket laser pistol, firing concentrated light beam.</br>
 
'''Holdout Laser''': a pocket laser pistol, firing concentrated light beam.</br>
'''Laser Pistol'''[https://www.pinterest.com/pin/68741742484/]: standard laser pistol, popular throughout society.</br>
+
'''Laser Pistol''': standard laser pistol, popular throughout society.</br>
 
'''Blaster Pistol''': packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).</br>
 
'''Blaster Pistol''': packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).</br>
 
'''Reever Pistol''': pistol that fires necrotic rays that literally rotting living flesh off the target’s bones. Affected targets cannot benefit from healing until the start of your next turn and require a '''DC15''' Constitution saving throw or lower their maximum Hit Point total by the amount of damage they just suffered. These lost hit points can only be restore during a long rest at ½ the normal rate (Illegal).</br>
 
'''Reever Pistol''': pistol that fires necrotic rays that literally rotting living flesh off the target’s bones. Affected targets cannot benefit from healing until the start of your next turn and require a '''DC15''' Constitution saving throw or lower their maximum Hit Point total by the amount of damage they just suffered. These lost hit points can only be restore during a long rest at ½ the normal rate (Illegal).</br>
'''Posion Ray Pistol'''[https://www.pinterest.com/pin/7107311898395810/]: an fairly illegal weapon that fires concentrated rays of posion energy at its foes (Illegal)</br>
 
 
'''Grenade Launcher (GL) Pistol''': a one-shot break-barrel pistol that can be loaded with a variety of rifled grenades and fired for distance (Military).</br>
 
'''Grenade Launcher (GL) Pistol''': a one-shot break-barrel pistol that can be loaded with a variety of rifled grenades and fired for distance (Military).</br>
 
'''Air Dart Pistol''': this specially designed semi-automatic pistol fires small needles via air compression (including in the clip). They inflict no damage but can deliver any medical or toxic injections.</br>
 
'''Air Dart Pistol''': this specially designed semi-automatic pistol fires small needles via air compression (including in the clip). They inflict no damage but can deliver any medical or toxic injections.</br>
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'''Screamer''': firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).</br>
 
'''Screamer''': firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).</br>
 
'''Restraint Pistol''': this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.</br>
 
'''Restraint Pistol''': this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.</br>
'''Plasma Pistol'''[https://www.pinterest.com/pin/155514993372686965/]: heavy pistol firing devastating concentrated plasma bolts. (Military)
+
'''Plasma Pistol''': heavy pistol firing devastating concentrated plasma bolts. (Military)
  
 
{| class="wikitable"
 
{| class="wikitable"
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| Machine pistol* || 450 || 1d8 piercing || 50/250 || 3 || Auto, light, reload (30m)
 
| Machine pistol* || 450 || 1d8 piercing || 50/250 || 3 || Auto, light, reload (30m)
 
|-
 
|-
| Splinter pistol || 1,000 || 1d12 splinter || 50/250 || 3 || DT, reload (13m)
+
| Splinter pistol* || 1,000 || 1d12 splinter || 50/250 || 3 || DT, reload (13m)
 
|-
 
|-
| Caseless pistol || 700 || 1d8 piercing || 50/250 || 2 || Auto, DT, light, reload (30m)
+
| Caseless pistol* || 700 || 1d8 piercing || 50/250 || 2 || Auto, DT, light, reload (30m)
 
|-
 
|-
 
| Stun pistol || 250 || n/a || 10/60 || 2 || Light, reload (pc/A shots 10), stun (13)
 
| Stun pistol || 250 || n/a || 10/60 || 2 || Light, reload (pc/A shots 10), stun (13)
Line 1,178: Line 1,084:
 
| Blaster pistol || 850 || 2d6 fire || 50/200 || 5 || DT, heavy, reload (pc/B shots 15)
 
| Blaster pistol || 850 || 2d6 fire || 50/200 || 5 || DT, heavy, reload (pc/B shots 15)
 
|-
 
|-
| Reever pistol || 1,500 || 1d10 necrotic || 20/200 || 4 || Reload (pc/B shots 15)
+
| Reever pistol || 1,500 || 1d10 necrotic || 20/200 || 4 || Light, reload (pc/B shots 15)
|-
 
| Posion Ray Pistol || 1,000 || 1d10 posion || 30/200 || 4 || Reload (pc/B shots 20)
 
 
|-
 
|-
| GL pistol* || 600 || grenade || 100/300 || 5 || Grenades type, loading, UM
+
| GL pistol* || 600 || type || 80/200 || 5 || Grenades type, loading, UM
 
|-
 
|-
 
| Air dart pistol* || 250 || special || 20/100 || 4 || Light, reload (4i), UM
 
| Air dart pistol* || 250 || special || 20/100 || 4 || Light, reload (4i), UM
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'''Semi-Automatic Rifle''': fairly popular rifle with hunters and colonists for home defense due to cost.</br>
 
'''Semi-Automatic Rifle''': fairly popular rifle with hunters and colonists for home defense due to cost.</br>
 
'''Submachine Gun''': a fully automatic light rifled weapon to spray your foes with bullets.</br>
 
'''Submachine Gun''': a fully automatic light rifled weapon to spray your foes with bullets.</br>
'''Assault Rifle'''[https://www.pinterest.com/pin/AbfFyKCKq07kk2By-6uJE70mq8Uwg8YBLEusfIEIFbhLjK-GsO74lWk/]: a heavier version of a SMG, a standard military weapon for mercenaries (Restricted).</br>
+
'''Assault Rifle''': a heavier version of a SMG, a standard military weapon for mercenaries (Restricted).</br>
'''Combat Shotgun'''[https://www.pinterest.com/pin/383720830760430323/]: a fully automatic rifled shotgun (Restricted).</br>
+
'''Combat Shotgun''': a fully automatic rifled shotgun (Restricted).</br>
 
'''Caseless Rifle''': as with the caseless pistol (Restricted).</br>
 
'''Caseless Rifle''': as with the caseless pistol (Restricted).</br>
 
'''Sniper Rifl'''e: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).</br>
 
'''Sniper Rifl'''e: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).</br>
 
'''Heavy Sniper Rifle''': a heavier caliber sniper rifle (Military).</br>
 
'''Heavy Sniper Rifle''': a heavier caliber sniper rifle (Military).</br>
 
'''Splinter Rifle''': a heavier version of the splinter pistol (Military).</br>
 
'''Splinter Rifle''': a heavier version of the splinter pistol (Military).</br>
'''Railgun'''[https://www.pinterest.com/pin/4785143345836276/]: uses advanced magnetic coil accelerators to fire rounds at hypersonic speeds (Military).</br>
+
'''Railgun''': uses advanced magnetic coil accelerators to fire rounds at hypersonic speeds (Military).</br>
'''Grenade Launcher''': a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military).</br>
+
'''Grenade Launcher''': a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military).
 
'''Sonic Stunner''': a non-lethal rifle version of the stunner, popular with law-enforcement.</br>
 
'''Sonic Stunner''': a non-lethal rifle version of the stunner, popular with law-enforcement.</br>
 
'''Laser Carbine''': very popular, the laser carbine is light enough to be used by most creatures.</br>
 
'''Laser Carbine''': very popular, the laser carbine is light enough to be used by most creatures.</br>
 
'''Laser Rifle''': standard issue military combat laser (Restricted).</br>
 
'''Laser Rifle''': standard issue military combat laser (Restricted).</br>
 
'''Sniper Laser Rifle''': somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).</br>
 
'''Sniper Laser Rifle''': somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).</br>
'''Blaster Rifle'''[https://www.pinterest.com/pin/3518505947275483/]: heavy particle acceleration rifles. (Military).</br>
+
'''Blaster Rifle''': heavy particle acceleration rifles. (Military).</br>
 
A'''ssault Blaster Rifle''': a fully automatic, medium squad support blaster rifle. (Military).</br>
 
A'''ssault Blaster Rifle''': a fully automatic, medium squad support blaster rifle. (Military).</br>
 
'''Cold Gun''': fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).</br>
 
'''Cold Gun''': fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).</br>
Line 1,238: Line 1,142:
 
| Assualt rifle* || 750 || 2d6 piercing || 200/1,000 || 9 || Auto, burst, DT, heavy, reload (60m)
 
| Assualt rifle* || 750 || 2d6 piercing || 200/1,000 || 9 || Auto, burst, DT, heavy, reload (60m)
 
|-
 
|-
| Combat shotgun* || 700 || 2d8 piercing || 50/120 || 15 || Auto, burst, DT, heavy, reload (30m), shotgun
+
| Combat rifle* || 700 || 2d8 piercing || 50/120 || 15 || Auto, burst, DT, heavy, reload (30m), shotgun
 
|-
 
|-
| Caseless rifle || 1,200 || 2d6 piercing || 200/1,000 || 10 || Auto, burst, DT, reload (100m)
+
| Caseless rifle* || 1,200 || 2d6 piercing || 200/1,000 || 10 || Auto, burst, DT, reload (100m)
 
|-
 
|-
 
| Sniper rifle* || 850 || 2d8 piercing || 300/2,500 || 12 || Bulky, DT, feed (5i), heavy, silent
 
| Sniper rifle* || 850 || 2d8 piercing || 300/2,500 || 12 || Bulky, DT, feed (5i), heavy, silent
Line 1,246: Line 1,150:
 
| Heavy sniper rifle* || 1,500 || 2d10 piercing || 300/2,500 || 18 || Bulky, DT, feed (5i), heavy
 
| Heavy sniper rifle* || 1,500 || 2d10 piercing || 300/2,500 || 18 || Bulky, DT, feed (5i), heavy
 
|-
 
|-
| Splinter rifle || 1,400 || 2d8 splinter || 200/1,000 || 11 || Auto, burst, DT, heavy, reload (40m)
+
| Splinter rifle* || 1,400 || 2d8 splinter || 200/1,000 || 11 || Auto, burst, DT, heavy, reload (40m)
 
|-
 
|-
 
| Railgun || 8,000 || 2d8 piercing || 300/1,500 || 20 || AP, heavy, magnetic, reload (10m)
 
| Railgun || 8,000 || 2d8 piercing || 300/1,500 || 20 || AP, heavy, magnetic, reload (10m)
 
|-
 
|-
| Grenade launcher* || 750 || grenade || 100/300 || 10 || Feed (6i), grenade type, heavy, UM
+
| Grenade launcher* || 750 || type || 100/200 || 10 || Feed (6i), grenade type, heavy, UM
 
|-
 
|-
 
| Sonic stunner || 700 || n/a || 50/200 || 5 || Reload (pc/A shots 10), sonic
 
| Sonic stunner || 700 || n/a || 50/200 || 5 || Reload (pc/A shots 10), sonic
Line 1,278: Line 1,182:
 
|}
 
|}
 
'''HEAVY WEAPONS''' </br>
 
'''HEAVY WEAPONS''' </br>
Automatically have the Bulky, Heavy and 2-Handed weapon properties. Heavy weapons not mounted (bipod, tripod, Weapon Gimble or Grav-Suspensors) can only be used by Medium sized creatures at disadvantage to weapon attack check with them. Larger sized creatures are not at disadvantage. All are Military availability.</br>
+
Automatically 2-handed weapons. Heavy weapons not mounted (bipod, tripod, Weapon Gimble or Grav-Suspensors) can only be used by Medium sized or larger creatures, but they are at disadvantage to weapon attack check with them. Larger sized creatures are not at disadvantage. All have the Bulky weapon feature and firing a heavy weapon is at Disadvantage on the same rounds where the firer also moves. All are Military availability.</br>
 
'''Machinegun''': squad support weapons to lay down heavy automatic fire.</br>
 
'''Machinegun''': squad support weapons to lay down heavy automatic fire.</br>
 
'''Caseless Machinegun''': caseless version.</br>
 
'''Caseless Machinegun''': caseless version.</br>
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'''Anti-Armor Rifle''': these heavy rifles fire super dense rounds to penetrate bunkers, tanks, etc.</br>
 
'''Anti-Armor Rifle''': these heavy rifles fire super dense rounds to penetrate bunkers, tanks, etc.</br>
 
'''Auto-Grenade Launcher''': this grenade launcher includes an oversized 20 round cylinder magazine. It can fire up to three grenades with an attack action. The shooter determines where each grenade lands, including making them land on each other (thus targets in the area suffering three affects at the same time).</br>
 
'''Auto-Grenade Launcher''': this grenade launcher includes an oversized 20 round cylinder magazine. It can fire up to three grenades with an attack action. The shooter determines where each grenade lands, including making them land on each other (thus targets in the area suffering three affects at the same time).</br>
'''Mortar''': semi-portable tube with mounting used mostly as a military support weapon. See Grenades for damage and notes. Breaks down into three 20lbs pieces for easier carry.</br>
 
 
'''Rocket Launcher''': one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.</br>
 
'''Rocket Launcher''': one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.</br>
 
'''Lasgun''': a heavy, semi-portable laser rifle for assault and infantry squad support weapon.</br>
 
'''Lasgun''': a heavy, semi-portable laser rifle for assault and infantry squad support weapon.</br>
'''Heavy Assault Blaster'''[https://www.pinterest.com/pin/1759287344366636/]: heavy fully automatic particle acceleration rifles.</br>
+
'''Heavy Assault Blaster''': heavy fully automatic particle acceleration rifles.</br>
 
'''Heavy Railgun''': a heavy railgun using advanced magnetic acceleration.</br>
 
'''Heavy Railgun''': a heavy railgun using advanced magnetic acceleration.</br>
 
'''Heavy Plasma Gun''': heavier version of the plasma rifle.</br>
 
'''Heavy Plasma Gun''': heavier version of the plasma rifle.</br>
{| class="wikitable"
+
 
| '''WEAPON''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES'''
 
|-
 
| Machinegun* || 2,500 || 2d8 piercing || 200/1,000 || 30 || Auto only, reload (200m)
 
|-
 
| Caseless machinegun || 3,000 || 2d8 piercing || 250/1,500 || 22 || Auto only, reload (500,)
 
|-
 
| Splinter machinegun || 4,000 || 2d10 splinter || 200/1,000 || 26 || Auto only, reload (300m)
 
|-
 
| Anit-armor rifle || 3,500 || 3d12 piercing || 250/1,500 || 30 || AP, reload (12m)
 
|-
 
| Auto-GL* || 1,800 || grenade || 100/300 || 50 || Grenade tyoe, reload (30m)
 
|-
 
| Mortar* || 2,000 || mortar || 150/1,000 || 60 || Loading, mortar type
 
|-
 
| Rocket launcher* || 1,500 || 3d6x3 explosive || 600/5,000 || 20 || AP, direct fire (AOE 10ft), loading
 
|-
 
| Lasgun || 20,000 || 3d6 fire || 600/5,000 || 60 || AP, laser, reload (pc/D shot 60)
 
|-
 
| Heavy assult blaster || 30,000 || 3d8 fire || 200/1,000 || 80 || AP, direct fire (AOE 5ft), reload (pc/2D shots 40)
 
|-
 
| Heavy railgun || 40,000 || 3d10 piercing || 400/3,000 || 90 || AP, heavy auto only, magnetic, reload (200m)
 
|-
 
| Heavy plasma gun || 60,000 || 4d10 plasma || 300/1,500 || 120 || AP, direct fire (AOE 15ft), plasma, reload (pc/E shots 30)
 
|-
 
|}
 
 
==== Ammunition and Powercells ====
 
==== Ammunition and Powercells ====
For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses a B cell, so a new fully charged powercell cost 40 credits and weights 1 lbs. These powercells are dedicated to that weapon type (i.e. Laser Rifle only) and not interchanged with other weapons or gear that use that powercell</br>
+
For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses B cells, so a new fully charged powercell cost 40 credits and weights 1 lbs.</br>
 
For slug-throwers, magnetic coil guns, etc. they require slugs and clips.</br>
 
For slug-throwers, magnetic coil guns, etc. they require slugs and clips.</br>
 
For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.</br>
 
For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.</br>
For caseless weapons, full clips must be purchased. Each costs in credits is 2 times the number of rounds for a full chip and the full weigh is on average ½ lb. for pistols, 1 lb. for rifles, 5 lbs. for a machinegun and 30 lbs. for a heavy machinegun.</br>
+
For caseless weapons, full clips must be purchased. Each costs 2 credits times the number of rounds for a full chip and the full weigh is on average ½ lb. for pistols, 1 lb. for rifles, 5 lbs. for a machinegun and 30 lbs. for a heavy machinegun.</br>
 
Capsicum cartridge cost 25 credits each and weigh ¼ lb.</br>
 
Capsicum cartridge cost 25 credits each and weigh ¼ lb.</br>
 
A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).</br>
 
A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).</br>
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'''SPECIAL AMMUNTION'''</br>  
 
'''SPECIAL AMMUNTION'''</br>  
)One advantage that the basic slug throwers and caseless firearms (only( have is that they can use a variety of different types of ammunition the weapon. These modifiers can also be applied to bow’s arrows or a crossbow’s bolts but assume that each special arrow or bolt has a base costs one credits for each.
+
One advantage that the basic slug throwers have is that they can use a variety of different types of slugs in the weapon. These modifiers can also be applied to bow’s arrows or a crossbow’s bolts but assume that each special arrow or bolt has a base costs one credits for each.
 
*'''Acid Slug''': deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted)
 
*'''Acid Slug''': deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted)
 
*'''Adamantine Rounds''': dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon.
 
*'''Adamantine Rounds''': dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon.
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'''INJECTOR ROUNDS'''</br>
 
'''INJECTOR ROUNDS'''</br>
These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical Gear). Huge sized creatures and larger along with anyone in an Exo-suit or with an active Energy Shield are immune to these rounds. Large size creatures and anyone wearing Heavy armor impose disadvantage on air round attacks. Injectors do not work on undead or incorporate creatures. All injected drugs are considered analogy except Detonator nanites.</br>
+
These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical gear). Huge sized creatures and larger along with anyone in an Exo-suit or with an active Energy Shield is immune to these rounds. Large size creatures and anyone wearing Heavy armor impose disadvantage on Air Pistil attacks. Injectors do not work on undead or incorporate creatures. All injected drugs are considered analogy except Detonator nanites.</br>
 
*'''Detonator''': This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, '''DC18''' Constitution for half and not suffer the '''''Poisoned''''' condition. Cost 25 credits dose (Military).
 
*'''Detonator''': This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, '''DC18''' Constitution for half and not suffer the '''''Poisoned''''' condition. Cost 25 credits dose (Military).
 
*'''Fear''': A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a '''DC15''' Constitution save or gains the '''''Frightened''''' conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal).
 
*'''Fear''': A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a '''DC15''' Constitution save or gains the '''''Frightened''''' conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal).
Line 1,351: Line 1,229:
 
'''Bipod'''*: for heavy weapons mount. Takes 1 action to set up or take down. Medium sized creature not at disadvantage for firing Heaving weapons. Wt. 10lbs, Cost 50 credits.</br>
 
'''Bipod'''*: for heavy weapons mount. Takes 1 action to set up or take down. Medium sized creature not at disadvantage for firing Heaving weapons. Wt. 10lbs, Cost 50 credits.</br>
 
'''Concealed Hostler'''*: Shoulder or hip holster that hides under a coat (+4 equipment bonus to users’ Stealth to hide a pistols or melee weapon on himself). Has space for 4 extra clips. Wt. ½lb, Cost 50 credits.</br>
 
'''Concealed Hostler'''*: Shoulder or hip holster that hides under a coat (+4 equipment bonus to users’ Stealth to hide a pistols or melee weapon on himself). Has space for 4 extra clips. Wt. ½lb, Cost 50 credits.</br>
'''Enhanced Sights'''*: These sights doubles the weapon range (a 50/200 becomes 100/400) but only with the Aim maneuver. Cost 250 credits, Powercell A/8hrs.</br>
+
'''Enhanced Sights'''*: These sights doubles the weapon range (a 50/200 becomes 100/400) but only with the Aim maneuver. Cost 250 credits.</br>
 
'''Expanded Magazine'''*: slug throwers only. Double the shots available for weapons with magazine. This also doubles the weight of the clip. Doubles the reload Move cost. Triple clip cost (not available for revolvers or their speed loaders).</br>
 
'''Expanded Magazine'''*: slug throwers only. Double the shots available for weapons with magazine. This also doubles the weight of the clip. Doubles the reload Move cost. Triple clip cost (not available for revolvers or their speed loaders).</br>
'''FOF Limiter''': a smartgun upgrade is capable of avoiding friendly targets. When making autofire area of affect attacks exclude any squares that contain friendly creatures. The allies must be programmed into the system. Takes 5 minutes and a '''DC10''' Computer Use Skill for each ally added. Wt. +2lbs, Cost 1,500 credits, Powercell 2A/8hrs.</br>
+
'''FOF Limiter''': a smartgun upgrade is capable of avoiding friendly targets. When making autofire area of affect attacks exclude any squares that contain friendly creatures. The allies must be programmed into the system. Takes 5 minutes and a '''DC10''' Computer Use Skill for each ally added. Wt. +2lbs, Cost 1,500 credits.</br>
'''Forearm Weapon Mount'''*: a hands-free attachment allowing the use of one light one-handed weapon (melee or firearm). Wt. +2lbs, Cost 200 credits.</br>
+
''Forearm Weapon Mount'''*: a hands-free attachment allowing the use of one light one-handed weapon (melee or firearm). Wt. +2lbs, Cost 200 credits.</br>
 
'''Hidden Arm Sling'''*: Auto-draw sling for a light pistol or knife. Does not count as an item manipulation to draw and hidden under sleeve (+4 equipment bonus to Stealth to hide from others seeing it when not employed). Wt. ½lb, Cost 150 credits.</br>
 
'''Hidden Arm Sling'''*: Auto-draw sling for a light pistol or knife. Does not count as an item manipulation to draw and hidden under sleeve (+4 equipment bonus to Stealth to hide from others seeing it when not employed). Wt. ½lb, Cost 150 credits.</br>
 
'''Hotshot''': blasters, laser and plasma weapons only. Supercharges the weapon, causing it to burn through more charges to increase the damage. Adds +1d8 to base damage (i.e. and laser carbine would deal base 1d10+1d8 damage) using 5 charges each attack. Wt. +1lb, triple the base weapons cost. To add a selector (allowing normal damage/charges and hotshot, changing between the two requires 15ft of movement), the cost is instead times ten (Military).</br>
 
'''Hotshot''': blasters, laser and plasma weapons only. Supercharges the weapon, causing it to burn through more charges to increase the damage. Adds +1d8 to base damage (i.e. and laser carbine would deal base 1d10+1d8 damage) using 5 charges each attack. Wt. +1lb, triple the base weapons cost. To add a selector (allowing normal damage/charges and hotshot, changing between the two requires 15ft of movement), the cost is instead times ten (Military).</br>
 
'''Melee Attachment'''*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.</br>
 
'''Melee Attachment'''*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.</br>
'''Motion Predictor''': complex target-tracking cogitator. Autofire weapon only. Disadvantage for others to make their Dexterity save against AOE attack and allows the users to use its reaction to make an Opportunity attack within ½ the base range of the weapon. Wt. +1lb, Cost 2,500 credits, Power A/4hrs.</br>
+
'''Motion Predictor''': complex target-tracking cogitator. Autofire weapon only. Disadvantage for others to make their Dexterity save against AOE attack and allows the users to use its reaction to make an Opportunity attack within ½ the base range of the weapon. Wt. +1lb, Cost 2,500 credits.</br>
'''Recoil Gloves''': advanced grav glove ignore Double-Tap penalty and Burst Fire and reduces Auto-fire to -3 (none if braced). Wt. 2lb, Cost 1,500 credits for each hand (pistols and rifles only; if can use the Pistol one-handed only requires one glove), Powercell A/2hrs (required for each glove).</br>
+
'''Recoil Gloves''': advanced grav glove ignore Double-Tap penalty and Burst Fire and reduces Auto-fire to -3 (none if braced). Wt. 2lb, Cost 1,500 credits for each hand (pistols and rifles only).</br>
'''Red-Dot Laser Sight''': ranged weapon attacks within a weapon’s base range (i.e. not long range) adds +2 damage. Wt. +½lb, Cost 150 credits, Powercell A/8hrs.</br>
+
'''Red-Dot Laser Sight''': ranged weapon attacks within a weapon’s base range (i.e. not long range) adds +2 damage. Wt. +½lb, Cost 150 credits.</br>
 
'''Silencer'''*: Can be attached to most slug thrower weapons only but not shotguns or revolvers. Disadvantage on '''DC15''' Perception checks to hear the gun fire but only with semi-auto fire (single shot or double-tap). Does not work for revolvers or shotguns (Restricted). Wt. ½lb, Cost 500 credits.</br>
 
'''Silencer'''*: Can be attached to most slug thrower weapons only but not shotguns or revolvers. Disadvantage on '''DC15''' Perception checks to hear the gun fire but only with semi-auto fire (single shot or double-tap). Does not work for revolvers or shotguns (Restricted). Wt. ½lb, Cost 500 credits.</br>
'''Suppressor'''*: Can be attached to most slug thrower weapons only but not shotguns or revolovers. Disadvantage on '''DC15''' Perception checks to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). Wt. ½lbs, Cost 500 credits.</br>
+
'''Suppressor'''*: Can be attached to most slug thrower weapons only. Disadvantage on '''DC15''' Perception checks to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). Wt. ½lbs, Cost 500 credits.</br>
'''Variable Tanks''': for flame weapons only. Triple the cost of the flamer base powercell cost of the special canisters for the various damage effects. Note also that the powercells only provide ½ the normal shots. These special powercells can contain any ONE of the following effects (and must be purchases seperately)…
+
'''Variable Tanks''': for flame weapons only. Triple the cost of the flamer base powercell cost of the special canisters for the various damage effects. Note also that the powercells only provide ½ the normal shots. These special powercells can contain any ONE of the following effects…
 
: * '''''Liquid Nitrogen''''': change damage to cold and add property Cold. Targets who failed their save also move at ½ their base Speed (round to the nearest 5ft) until the end of their next round.
 
: * '''''Liquid Nitrogen''''': change damage to cold and add property Cold. Targets who failed their save also move at ½ their base Speed (round to the nearest 5ft) until the end of their next round.
 
: * '''''Corrosive''''': change damage to acid and add property AP. Also the weapon deals ½ of the original damage against the target the following round.
 
: * '''''Corrosive''''': change damage to acid and add property AP. Also the weapon deals ½ of the original damage against the target the following round.
 
: * '''''Toxin''''': change the damage to poison and requires the target to make a Constitution save vs. the damage dealt or gain the '''''Poisoned''''' condition for 1d6 rounds.
 
: * '''''Toxin''''': change the damage to poison and requires the target to make a Constitution save vs. the damage dealt or gain the '''''Poisoned''''' condition for 1d6 rounds.
 
: * '''''Adhesive''''': non-damage affect but still roll the damage. This is the DC that all subject in the area of affect must make Strength saves against or gain the Restrained condition. They can make a new save at the end of their turn against the same DC to end the condition.
 
: * '''''Adhesive''''': non-damage affect but still roll the damage. This is the DC that all subject in the area of affect must make Strength saves against or gain the Restrained condition. They can make a new save at the end of their turn against the same DC to end the condition.
'''Weapon Gimble''': a harness that allows a medium sized creature to fire a Heavy Weapons without disadvantage (still at disadvantage if attacker moves and attacks in the same round). It does have the draw-back of reducing the wearer’s speed by 10 feet. Wt. +25lbs, Cost 250 credits, Powercell B/12hrs.
+
'''Weapon Gimble'''*: a harness that allows a medium sized creature to fire a Heavy Weapons without disadvantage (still at disadvantage if attacker moves and attacks in the same round). It does have the draw-back of reducing the wearer’s speed by 10 feet. Wt. +25lbs, Cost 250 credits.
  
 
=== GRENADES and EXPLOSIVES ===
 
=== GRENADES and EXPLOSIVES ===
 
Explosives do not add ability modifiers (Dexterity or Strength) to damage total.
 
Explosives do not add ability modifiers (Dexterity or Strength) to damage total.
*'''Indirect''': These weapons can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. If you cannot see the target area, chose a space where the explosive will land but targets automatically gain advantage on their saving throw.
+
Indirect: These weapons can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. If you cannot see the target area, chose a space where the explosive will land but targets automatically gain advantage on their saving throw.
All ranged explosives and grenade weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range (the second increment) all targets in the area gain Advantage on their saving throws against the affects. If this attack is also an indirect attack (see above) then the targets also gain Resistance to any damage dealt by the attack. This stacks with ½ damage from a successful save.</br>
+
All ranged explosives and grenade weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range (the second increment) all targets in the area gain Advantage on their saving throws against the affects. If this attack is also an indirect attack (see above) then the targets also gain Resistance to any damage dealt by the attack. This stacks with ½ damage from a successful save.
 
+
Hand grenades count as Simple Weapons for proficiency and are thrown with a range of 30/90. Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a DC10 Mechanics use check to set property and always requires 15 feet of movement.
'''''Hand grenades''''' count as Simple Weapons for proficiency and are thrown with a range of 30/90.  
+
Explosive packs are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a DC15 Mechanics skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).
 
+
Mortars are really just big grenades with a range of 500/2,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss).
'''''Grenade Launchers''''' have a range of 100/300. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a DC10 Mechanics use check to set property and always requires 15 feet of movement.
 
 
 
'''''Explosive packs''''' are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a DC15 Mechanics skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).
 
 
 
'''''Mortars''''' are really just big grenades with a range of 150/1,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss).
 
 
 
DESCRIPTIONS</br>
 
'''Concussion''': explosive using air pressure as well as shrapnel to disrupt enemy lines.</br>
 
'''Smoke''': after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.</br>
 
'''Fragmentation''': deadly antipersonnel explosives with hundreds of steel flechettes (Military).</br>
 
'''Photo-Flash''': powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted).</br>
 
'''Riot''': releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and halves Movement (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Restricted).</br>
 
'''Tangler''': these grenades release an inky super adhesive substance within their area of affect. Anyone who fails their save gains the Restrained condition. Each round after that as an action they can attempt to escape with a Strength saving throw against the same DC. Success means they have pull themselves free and are not Restrained.</br>
 
'''HEAT''': high-explosive, anti-tank explosives (Military).</br>
 
'''EMP''': doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Effects all technology that employs a powercell. Device holder and golems require an Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Vehicle operators can make a Dexterity or Intelligence save (but max ability modifier the same as the max for AC bonuses). Huge vehicles and larger, are immune vs. grenades, while mortar rounds will effect up to Colossal size. Vehicles are at a disadvantage for all operations for 1d4 minutes. A DC20 Intelligence (Mechanic) check will restore power to a device as an action.</br>
 
'''Cryo''': super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted).</br>
 
'''Electrical''': releasing a powerful electrical discharge that can also fry advanced devices (Restricted).</br>
 
'''Flame''': specialized semi-adhesive gel that burns in the radius for 2d6 rounds after the explosive is set. As with the Flame weapon property, targets who fail their save also catch fire. Anyone starting their turn or moving through the area (counts as difficult terrain) must make a save or also suffer the damage and have a chance of catching fire (if they fail their save) (Military).</br>
 
'''Geode''': advanced frag grenades that release sharpened adamantine flechette shards (Military).</br>
 
'''Toxic''': releasing lethal and illegal poisonous toxic gases. Failure results in the damage and the target gaining the Poisoned condition, with a successful save taking only ½ damage and not poisoned. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the poisoned condition also takes the listed damage at the start of its turn. They can make a new save at the same DC at the end of their turn. Success means they are no have the poisoned condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who does not have the poisoned condition that starts its turn in the area must make a save or suffer effects as listed above (Military and Illegal).</br>
 
'''Hallucinogenic''': powerful hallucinate gases that disorient living targets. Failed save the target acts as if under the Confusion spell (PHB pg. 224) and gains the Frightened condition. Each round afterwards, at the end of its turn, a target can make a new save to remove the condition BUT only after two rounds of successful saving throws! After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Military and Illegal).</br>
 
'''Virus''': these illegal grenades release a necrotic toxin that literally melts living flesh but has no effect on anything not alive. Failure results in the damage and the target gaining the Paralyzed condition, with a success taking ½ damage and not paralyzed. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the paralyzed condition takes the listed damage each round after that. They can make a new save at the same DC at the end of their turn. Success means they are no have the condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions (and ½ the damage) as listed above (Military and Illegal).</br>
 
'''Plasma''': one of the most powerful hand grenade created (Military).</br>
 
Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted).</br>
 
'''Mining Pack''': pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted).</br>
 
'''Anti-Armor Pack''': specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military).
 
{| class="wikitable"
 
| '''GRENADES''' || '''DAMAGE''' || ''SAVE''' || '''AREA''' || '''WT''' || '''COST''' || '''PROERTIES'''
 
|-
 
| Concussion* || 2d8 bludgeoning || Dex 14 || 15ft || 1 || 15 || --
 
|-
 
| Smoke* || n/a || n/a || 10/20/30ft || 2 || 15 || --
 
|-
 
| Fragmentation* || 2d8 explosive || Dex 15 || 10ft || 1 || 25 || --
 
|-
 
| Photo-Flash || special || Dex 18 || 15ft || 1 || 25 || --
 
|-
 
| Riot* || special || Con 15 || 5/10/15ft || 2 || 50 || --
 
|-
 
| Tangler || special || Dex 15 || 10ft || 1 || 50 || --
 
|-
 
| HEAT* || 3d8 explosive || Dex 15 || 10ft || 1 || 100 || AP
 
|-
 
| EMP || special || Int 15 || 15ft || 1 || 100 || --
 
|-
 
| Cryo || 2d8 cold || Dex 15 || 15ft || 1 || 100 || Cold
 
|-
 
| Electric || 2d8 lightning || Dex 15 || 10ft || 1 || 100 || Pincher
 
|-
 
| Flame || 2d10 fire || Dex 15 || 5/10/15ft || 1 || 150 || Fire
 
|-
 
| Geode || 2d8 explosive || Dex 20 || 10ft || 1 || 200 || --
 
|-
 
| Toxic || 3d6 poison || Con 15 || 5/10/15 || 2 || 250 || --
 
|-
 
| Hallucinogenic || special || Con 15 || 10/20/30ft || 2 || 500 || --
 
|-
 
| Virus || 3d6 necrotic || Con 18 || 5/10/15ft || 2 || 750 || --
 
|-
 
| Plasma || 3d10 plasma || Dex 18 || 15ft || 2 || 1,000 || AP, plasma
 
|-
 
| '''EXPLOSIVE PACKS'''
 
|-
 
| Charge pack || 3d10 explosive || Dex 15 || 20ft || 8 || 200 || --
 
|-
 
| Mining pack || 5d10 explosive || Dex 15 || 40ft cone || 20 || 50 || AP
 
|-
 
| Anti-armor packs || 8d10 explosives || Dex 15 || 15ft || 10 || 2,000  || AP
 
|-
 
|}
 
  
 +
DESCRIPTIONS
 +
Concussion: light explosive using air pressure as well as shrapnel to disrupt enemy lines.
 +
Smoke: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.
 +
Fragmentation: deadly antipersonnel explosives with hundreds of steel flechettes (Military).
 +
Photo-Flash: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted).
 +
Riot: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and halves Movement (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Restricted).
 +
Tangler: these grenades release an inky super adhesive substance within their area of affect. Anyone who fails their save gains the Restrained condition. Each round after that as an action they can attempt to escape with a Strength saving throw vs. the same DC. Success means they have pull themselves free and are not Restrained.
 +
HEAT: high-explosive, anti-tank explosives that affect a forward cone not a sphere area of affect (Military).
 +
EMP: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Effects all technology that employs a powercell. Device holder and golems require an Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Vehicle operators can make a Dexterity or Intelligence save (but max ability modifier the same as the max for AC bonuses). Huge vehicles and larger, are immune vs. grenades, while mortar rounds will effect up to Colossal size. Vehicles are at a disadvantage for all operations for 1d4 minutes. A DC20 Intelligence (Mechanic) check will restore power to a device as an action.
 +
Cryo: super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted).
 +
Electrical: releasing a powerful electrical discharge that can also fry advanced devices (Restricted).
 +
Flame: specialized semi-adhesive gel that burns in the radius for 2d6 rounds after the explosive is set. As with the Flame weapon property, targets who fail their save also catch fire. Anyone starting their turn or moving through the area (counts as difficult terrain) must make a save or also suffer the damage and have a chance of catching fire (if they fail their save) (Military).
 +
Geode: advanced frag grenades that release sharpened adamantine flechette shards (Military).
 +
Toxic: releasing lethal and illegal poisonous toxic gases. Failure results in the damage and the target gaining the Poisoned condition, with a successful save taking only ½ damage and not poisoned. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the poisoned condition also takes the listed damage at the start of its turn. They can make a new save at the same DC at the end of their turn. Success means they are no have the poisoned condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who does not have the poisoned condition that starts its turn in the area must make a save or suffer effects as listed above (Military and Illegal).
 +
Hallucinogenic: powerful hallucinate gases that disorient living targets. Failed save the target acts as if under the Confusion spell (PHB pg. 224) and gains the Frightened condition. Each round afterwards, at the end of its turn, a target can make a new save to remove the condition BUT only after two rounds of successful saving throws! After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Military and Illegal).
 +
Virus: these illegal grenades release a necrotic toxin that literally melts living flesh but has no effect on anything not alive. Failure results in the damage and the target gaining the Paralyzed condition, with a success taking ½ damage and not paralyzed. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the paralyzed condition takes the listed damage each round after that. They can make a new save at the same DC at the end of their turn. Success means they are no have the condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions (and ½ the damage) as listed above (Military and Illegal).
 +
Plasma: one of the most powerful hand grenade created (Military).
 +
Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted).
 +
Mining Pack: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted).
 +
Anti-Armor Pack: specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military).
 
=== ARMOR ===
 
=== ARMOR ===
LIGHT ARMOR</br>
 
'''Synthetic Weave'''[https://www.pinterest.com/pin/16325617390344081/visual-search/?imageSignature=234cd0e940fd8057fd5d8a0bb4b3da52]: through the predecessor to advanced aromatic polyamides this full body armor provides light protection.</br>
 
'''Armored Longcoat''': an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.</br>
 
'''Light Flak Vest'''[https://www.pinterest.com/pin/108156828539153670/]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br>
 
'''Spider-Silk Suit''': Computer-controlled looms weave super thin synthetic silk into an extremely flexible nylon. When struck with any attack, the spider silk resists as hard as steel but will more flexibility than soft rubber. The wearer is also resistance to piercing and slashing damage from non-magic (or AP) weapons.</br>
 
'''Synskin Chameleon Suit'''[https://www.pinterest.com/pin/2392606042662302/]: this light but extremely advanced synthetic weave full body armor offers the galaxies best stealth system available. While powered the wearer is Invisible (PHB) for up to five minutes with its B powercell. Even when not using this feature the user has advantage on Dexterity (Stealth) checks and can attempt to hide and even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a Stealth roll otherwise).</br>
 
'''Void Suit'''[https://www.pinterest.com/pin/70437482053536/]: these suits are heavier and bulky then non-armored skinsuits that includes all the features of one but offer better protection from harsh environments (immunity to dangerous and extreme radiation, Resistances and advantage on saving throws against Deadly radiation). The C battery provides life support for 24 hours of continual use.</br>
 
'''Ballistic Cloth'''[https://www.pinterest.com/pin/13440498878767489/]: advanced Kevlar cloth armor body protections.</br>
 
'''Armored Flight Suit''': this full body suit uses heavier synthetic weave cloth but also includes pressure sensors to aid the wearer during high-g maneuver (in aerial combat). The wearer has advantage on Constitution saves against high pressure environment and the two B batteries provide 12 hours of vacuum life support (as a Skinsuit). The helmet includes a basic HUD and a basic comlink.</br>
 
'''Scout Armored Suit'''[https://www.pinterest.com/pin/914862411422844/]: reinforced ballistic cloth full body armor that allows for maximum movement and superior protection. Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br>
 
 
MEDIUM ARMOR</br>
 
'''Force Body Vest''': a rigid hardened force chest and back plate.</br>
 
'''Blinder-Mail''': this resembles a lightened version of the mithril carbide armor. It incorporates a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using. When the unit is activated the wearer has advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). The stealth feature lasts up to one hour of continuous use on a C powercell. When not in use the wearer does not suffer disadvantage with stealth.</br>
 
'''Aramid Combat Suit'''[https://www.pinterest.com/pin/65161525850493816/]: the combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.</br>
 
'''Aramid Survival Suit'''[https://i.pinimg.com/originals/cf/2d/ba/cf2dbaab189111158e6606ee963cafcd.jpg]: as the combat suit but includes sealed environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). The Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br>
 
'''Combat Void Armor'''[https://www.pinterest.com/pin/914862414922508/]: this is an armored void suit and incorporates all of the features of one with the added benefit of rigid armor plating and superior ballistic cloth blends. Includes the same environmental features as a Void suit.</br>
 
'''Nanotech Armor'''[https://www.pinterest.com/pin/193725221458212678/]: this suit uses molecule-sized machines to alter the composition of the armored suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons. The suits nanobits also have the effect of negating critical hits causes by any of the damage types listed above (even magical and AP version).</br>
 
 
HEAVY ARMOR</br>
 
'''Flak Longcoat''': this heavy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. It counts as Winter Clothing (see Clothing and Protective Gear) when button up tight</br>
 
'''Carbide Armor'''[https://www.pinterest.com/pin/2111131068424499/]: Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user’s flexibility.</br>
 
'''Tactical Body Armor'''[https://www.pinterest.com/pin/184647653461960681/]: This is a slightly less advantaged version of the full combat plate armor. It offers similar protection in a lighter package. It sacrifices several of its carbide/adamantine plates to make the suit less expensive for those on a budget, and does not have the advanced systems.</br>
 
'''Advanced Wastelander''': this armor is enhanced tactical body armor that provides additional environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The suit also offers Resistance to fire and cold damage.</br>
 
'''Tech-Mail'''[https://www.pinterest.com/pin/5981411990565489/]: one of the most advanced non-power armored material crafted, the mail appears somewhat like a suit of ancient chainmail or ringmail with overlapping metal discs. This discs, comprised of silicon, ceramic and adamantine, which spread the impact across the entire body providing superior protection. The suit offers resistance to lightning, fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.</br>
 
'''Force Combat Plate'''[https://www.pinterest.com/pin/914862410696311/]: the full combat suit is a mixture of aramid padding and adamantine plates in water-resistant layers of nylon and metallic fibers covered by patterned camouflage. It offers an insulated backpack-mounted computer system that controls various systems on the suit. The helmet provides Darkvision out to 120 feet, provides +2 bonus to Dexterity (Stealth) but still at a disadvantage. The suits targeting HUD provides +2 bonus to damage rolls with ranged attacks (as Red-Dot laser, does not stack). The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.</br>
 
 
SHIELDS</br>
 
'''Riot Shield''': This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move).</br>
 
'''Boarding Shield''': Designed for forward boarding actions on starship or breaching fortifications, the shield incorporates a clear-metal view port at users’ eye level along with maglock anchors that allow it to be set as a fixed point as an action that would provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover from one direction. It also takes an action to un-anchor the maglock. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move). As a reaction, the user can also impose disadvantage against one melee attack directed against it or an adjacent target.</br>
 
'''Power Shield'''[https://renderu.com/en/gallery/artwork/198553]: This high tech shield when not in use appears to be simply a brash or bronze metal braclet that one wears on their shield wrist. When activated acts as a normal shield but very light weight and easy to move. Runs on a single B powercell for 30 mintues of continuos use.</br>
 
 
EXO-ARMOR</br>
 
Wearer gains Resistance to all non-AP damage. Each set have a certain Hardness rating. This is the same as with Vehicles; the Hardness rating is reduces the damage the armor suffers, before applying Resistance. The wearer then suffer any remaining damage. Exo armor include the skinsuits life support while the suit has power and come with a standard comlink and dataslate intergraded into the suits, with basic HUD displays to the faceshield. It takes a full round action to enter or exit exo-armor suit. While powered the weight of the suit has no effect on the wearer’s encumbrance.</br>
 
'''Utility Powered Exoskeleton''': this heavy suits offer little protection as they are not meant to be used in combat, instead acting as power lifters and cargo movers. The suits has a Hardness of 5. These suits are Large sized but are considered Huge for carrying capacity and have a base Strength of 30 (base 1,200lbs encumbrance). The armed fist of the suits deal 1d12 bludgeoning damage but all attacks are made at disadvantage (due to the suits rather slow movement for safety reasons). The suit runs for 18 hours of continual use with a single F powercell.</br>
 
'''Scout Exoarmor'''': these light power suits have a Hardness of 8. The suit has a Strength value of 19, deals 1d8 bludgeoning damage unarmed and its base move Speed is 60 feet. Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. There is an intergraded jump pack that allows the wearer to leap up to 30 feet vertical and 45 feet horizontal. This pack runs on a separate D powercell and is good for 20 jumps before requiring a replacement. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit cannot incorporate any Super-Heavy weapons but can integrate one Heavy or any two smaller weapons into it. The suit cannot use “semi” super-heavy weapons without some time of weapon gimble, etc.</br>
 
'''Combat Exoarmor''': standard infantry combat power armor these suits have a Hardness of 10. The suit has a Strength value of 23, deals 1d10 bludgeoning damage unarmed and its base move Speed is 45 feet. The suit is considered large sized for encumbrance (base 460lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate one Super-Heavy, or four Heavy or any six smaller weapons into it. The suit’s reinforcements also allows it to use a “semi” Super-Heavy weapon.</br>
 
'''Heavy Combat Exoarmor'''[https://www.pinterest.com/pin/4292562130085573/]: the heaviest exo-suits (anything bigger and you are taking about walker suits not power armor) these suits have a Hardness of 15. The suit has a Strength value of 25, deals 1d12 bludgeoning damage unarmed and its base move Speed is 30 feet. The suit is Large sized and the wearer has reach, but consider huge for encumbrance (1,000lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two F powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate two “semi” Super-Heavy, or six Heavy or any eight smaller weapons into it. The suit’s reinforcements also allows it to use an additional “semi” Super-Heavy weapon.</br>
 
 
POSSIBLE ARMOR AND ANY APPROPIATE GEAR UPGRADE</br>
 
*'''Advanced Helm Systems''': Helm, includes Whisper Pin comlink, Auto-Senses (+2 Perception with sight), and Ether-eyes (Darkvision 120ft). Costs +2,000 credits +2lbs and a B powercell that last for 24 hours of continous use.
 
*'''Energy Resistance''': Add resistance to one type of following energy – acid, cold, fire, lightning or thunder. Cost +1,000 credits +10% weight (minimum 4lbs) each.
 
*'''Environmentally-Seal''': Can be added to full body armor or full body clothing. Adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Cost +500 credits +6lbs and a B powercell that last for 24 hours of continuous use.
 
{| class="wikitable"
 
| '''LIGHT ARMOR''' || '''COST''' || '''ARMOR CLASS''' || '''STR''' || '''STEALTH''' || '''WT''' || '''CELL'''
 
|-
 
| Synthetic weave* || 30 || 12 +Dex mod || -- || -- || 7 || --
 
|-
 
| Armored longcoat* || 30 || 12 +Dex mod || -- || -- || 8 || --
 
|-
 
| Light flak vest* || 50 || 12 +Dex mod || -- || -- || 10 || -- 
 
|-
 
| Void suit || 150 || 12 +Dex mod (max +2)  || -- || Disadvantage || 20 || C 
 
|-
 
| Spider-silk suit* || 1,500 || 12 +Dex mod || -- || -- || 6 || -- 
 
|-
 
| Synskin chamo suit || 5,000 || 12 +Dex mod || -- || Special || 8 || B 
 
|-
 
| Ballistic cloth* || 75 || 13 +Dex mod || -- || -- || 15 || --
 
|-
 
| Armored flight suit || 250 || 13 +Dex mod || -- || -- || 18 || 2B 
 
|-
 
| Scout armored suit || 3,000 || 14 +Dex mod || -- || -- || -- || -- 
 
|-
 
| '''MEDIUM ARMOR'''
 
|-
 
| Force body vest* || 250 || 14 +Dex mod (max +2) || -- || -- || 20 || -- 
 
|-
 
| Binder-mail || 4,500 || 14 +Dex mod (max +2) || -- || Special || 25 || C
 
|-
 
| Aramid combat suit* || 300 || 15 +Dex mod (max +2) || -- || Disadvantage || 25 || -- 
 
|-
 
| Aramid survival suit || 500 || 15 +Dex mod (max +2) || 12 || Disadvantage || 30 || 2B 
 
|-
 
| Combat void suit || 1,000 || 15 +Dex mod (max +2) || 12 || Disadvantage || 35 || C 
 
|-
 
| Nanotech armor || 8,000 || 16 +Dex mod (max +2) || -- || -- || 25 || C 
 
|-
 
|  '''HEAVY ARMOR''' 
 
|-
 
| Flak armored longcoat* || 400 || 15 || -- || -- || 30 || --
 
|-
 
| Carbide armor* || 800 || 16 || 13 || Disadvantage || 40 || -- 
 
|-
 
| Tactical body armor* || 1,500 || 17 || 14 || Disadvantage || 45 ||  -- 
 
|-
 
| Advanced wasteland || 5,000 || 17 || 15 || Disadvantage || 50 || C 
 
|-
 
| Tech-mail || 10,000 || 18 || 11 || Disadvantage || 40 || -- 
 
|-
 
| Force combat plate || 15,000 || 19 || 13 || Disadvantage || 60 || C 
 
|-
 
|  '''SHIELDS''' 
 
|-
 
| Riot shield* || 150 || AC +2 || -- || -- || 10 || -- 
 
|-
 
| Boarding shield || 500 || AC +3 || 12 || Disadvantage || 19 || B 
 
|-
 
| Power Shield || 1,000 || AC +2 || -- || -- || 2 || B
 
|-
 
|  '''EXO-ARMOR'''
 
|-
 
| Utility exoskeleton || 5,000 || 12 || -- || Disadvantage || 1,500 || F 
 
|-
 
| Scout exoarmor || 50,000 || 16 +Dex mod (max +2) || -- || -- || 650 || 2E 
 
|-
 
| Combat exoarmor || 100,000 || 18 || -- || Disadvantage || 2,500 || 3E 
 
|-
 
| Heavy combat exoarmor || 250,000 || 20 || -- || Disadvantages || 4,500 || 2F
 
|-
 
|}
 
 
==== Energy Shields ====
 
==== Energy Shields ====
Advanced Force Field technology allows added protection again damage. These shields only work against advanced weapons. Primitive weapons ignore them complete (including primitive weapons with advanced alloy upgrade). For simplicity’s sake, energy shields act just like Temporary Hit Points, absorbing the damage the subject would suffer up to their “Threshold” level in damage from any one attack (Energy Shield are vulnerable to AP damage). If struck with multiple attacks in a round, the shield will absorb each one separately, each one up to its threshold. All energy fields also have a Fast Heal affect that so long as there is at least one temporary hit point remaining in the shield’s reserve it will heal that number at the beginning of the user’s round. If all of the temporary hit points are drain before the user’s next turn the powercell shorts out and the shield will not function until the powercell has been replaced. As with all temporary hit points, if you gain others form another source you only have access to the highest one. The others are ignored.</br>
 
The capacity rating is the number of consecutive rounds that an energy field will remain ‘on’ for its powercell. The user can turn it off before this limit to save those rounds for later as it were. Once you have reached the number of rounds of capacity (or if it was shorted out as above) the shield deactivates and requires a new powercell. It takes an Action and a DC15 Mechanics to replace each powercell.</br>
 
It takes an action to active or deactivate an energy shield. The field produces a slight shimmering affect that make them fairly obvious that a field is up. Therefore all but Advanced Shields impose disadvantage on stealth checks and the target cannot gain a non-spell Invisibility condition.</br>
 
Basic shields can be worn with up to 10lbs of armor and/or clothing. Anything heavier and it will not activate. Tactical and Dueling can be worn with up to 20lbs of armor and clothing, Assault up to 30lbs of armor and clothing, while a Battle shield can be worn with up to 60lbs or armor and cloth. Only Advance shield can be worn with Exo-Suits. Only battle and advance shields allow the wearer to be carrying a shield (riot or battle).</br>
 
All but Advanced Energy Shields only work for small or medium sized creatures. Advanced Energy Shields work both for Tiny to Large sized creatures. All other shields require superior technology that costs increase by four times, doubles the weight and increase the powercell type by +1 step (A becomes a B, etc.)</br>
 
Energy shield do not provide any benefits against inhaled or ingested compounds, but for certain types of attacks, they are very effective. So long as there is 1 HP available from an energy shield, the wearer completely ignores all Air Gun attack affects. For Needle weapons, if the needle damage did not exceed the shields Threshold there is no poison damage or follow up effect.</br>
 
{| class="wikitable"
 
| '''TYPE''' || '''COST''' || '''CAPACITY''' || '''THERSHOLD''' || '''TEMP HP''' || '''FAST HEAL''' || '''WT'''
 
|-
 
| Basic || 1,000 || 10/2A || 10 || 50 || 2 || 2
 
|-
 
| Tactical || 5,000 || 10/B || 10 || 75 || 5 || 4
 
|-
 
| Dueling || 10,000 || 10/2B || 15 || 100 || 5 || 3
 
|-
 
| Assault || 20,000 || 15/C || 15 || 125 || 6 || 10
 
|-
 
| Battle || 45,000 || 15/2C || 20 || 150 || 8 || 16
 
|-
 
| Advanced || 100,000 || 20/2B || 25 || 200 || 10 || 6
 
|-
 
|}
 
  
 
=== CLOTHING AND PROTECTIVE GEAR ===
 
=== CLOTHING AND PROTECTIVE GEAR ===
'''Lower-class Clothing or Coveralls'''*: standard every day work or relaxation wear for most lower class and manual labor folk. Wt. 5lbs, Cost 15 credits</br>
 
'''Common-class Clothing'''*: basic clothing of the middle classes. Wt. 6lbs, Cost 150 credits</br>
 
'''Elite-class Clothing'''*: formal suits and dress of the business or nobles. Wt. 8lbs, Cost 800 credits</br>
 
'''Royal Clothing'''*[https://no.pinterest.com/pin/8936899253059960/]: regal wear, heavy and bulky. +1 equipment bonus to Charisma skills in appropriate situations. Wt. 16lbs, Cost 3,000 credits. For 10,000 credits increase the Charisma bonus to +2</br>.
 
'''Shift Fabric''': clothing that can change colors and ‘design’ with one’s mood, etc. Adds +1 Charisma skills in most situations. Wt. 6lbs, Cost 4,000 credits, Powercell B/2hrs.</br>
 
'''Camouflage Uniform'''*: in correct environment grant advantage Dexterity (Stealth) checks (but disadvantage in all others). Wt. 6lbs, Cost 100 credits (patterns include forest, artic, jungle, etc.)</br>
 
'''Night Cloak'''[https://no.pinterest.com/pin/9710955437480545/]: cloak that absorbs ambient light and grant advantage Dexterity (Stealth) checks but only in Dim or Dark light obscure. Powercell B/6hrs. Wt. 4lbs, Cost 500 credits
 
'''Camo-Cloak''': changes patters with background, grant advantage Dexterity (Stealth) checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). Wt. 4lbs, Cost 2,500 credits, Powercell B/1hr.</br>
 
'''Hiking Boots'''*: wearer has advantage vs. exhaustion caused by long journeys on foot. Wt. 3lbs, Cost 50 credits.</br>
 
'''Electromagnetic Boots''': added to any boot/shoe, adheres to metal surfaces. Count as anchored in z-g. Powercell A/week, Wt. +2lbs, Cost +50 credits</br>
 
'''Backpack'''*: carry up to 60lbs of gear. Wt. 2lbs, Cost 20 credits</br>
 
'''Desert Suit''': collects water and protects against heat, granting advantage vs. desert or hot environmental complications (see Environment). Wt. 10lbs, Cost 1,000 credits, Powercell C/Month</br>
 
'''Winter Clothing'''*: winter clothing granting advantage vs. cold environmental complications. Wt. 8lbs, Cost 250 credits</br>
 
'''Winter Suit''': advanced artic gear, this ignores all but the most server of cold environmental complications and then grants advantage on saves. Powercell B/Month, Wt. 12lbs, Cost 800 credits</br>
 
'''Drow Shades'''*: sunglasses that also allow a Drow (and other humanoids who suffering light blindness) to operate in direct sunlight without disadvantage. Wt. nil, Cost 150 credits</br>
 
'''Clip/Drop Harness''': magnetic/hook safety line grant advantage with Athletics (Climbing) skill, but double the time required. Powercell AA/2hrs, Wt. 4lb, Cost 100 credits</br>
 
'''Filtration Plugs'''*: simple plugs that are worn in each nostril. Grant advantage with saves against inhaled toxins and poisons. Wt. nil, Cost 15 credits</br>
 
'''Rebreather''': a gas mask that cover the whole head and includes large shattered resistant goggles. Powercell A/12hrs, total immunity when powered or when unpowered grants advantage on any saving throws against inhaled harmful gases or toxins or harmful/low/dense pressure atmospheres. Wt. 1lb, Cost 100 credits.</br>
 
'''Aquamask''': a full face mask allows wearer to breath and goggles to see unobscured underwater. Powercell A/hr, Wt. 1lb, Cost 600 credits</br>
 
'''Hazmat Suit'''[https://no.pinterest.com/pin/3237030973818628/]: Full body suit with filtration system to provide +4 equipment bonus and advantage to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Powercell 2A/8hrs, Wt. 8lbs, Cost 500 credits.</br>
 
'''Wet Suit''': skintight wetsuit and air tank for up to eight hours underwater, advantage with saving throws vs. cold and advantage with Strength (Athletics) skill checks when swimming. Powercell B/4hrs, Wt. 10lbs, Cost 300 credits.</br>
 
'''Skinsuit'''[https://www.pinterest.com/pin/146296687886469600/]: are extremely advanced void suits, using elastic pressure of the suit’s material to protect the wearer from the void (see Environmental rules). They are common throughout the Known Worlds in come in all shapes and sizes for the various species, but must be custome fit for their specifics. The suits contain thermal conductors and heat radiators to protect them from the extreme temperatures of space and the dangerous radiation (while powered ignores deadly radiation levels and grants advantage on saves vs. Extreme levels). Suits include a clear, flexible polymer head-covering bubble that automatically activates if the suit’s dataslate detects vacuum conditions. Other integrated systems include a squawker, a basic dataslate and HUD that can project standard data onto wear’s visor cover. The suits run on two B powercells that provide protection from the void of space for 18 hours. Skinsuits can be worn underneath armor to provide benefits. Wt. 8lbs, Cost 100 credits.</br>
 
 
 
=== COMMUNICATIONS AND COMPUTERS ===
 
=== COMMUNICATIONS AND COMPUTERS ===
All of the following pieces of equipment includes voice recognition, photo & video recorder, chorno-time piece, datafiles & memory storage, etc.</br>
 
'''Comlink/Squawker''': a basic hand-held radio mik, 10 miles range under perfect conditions. Powercells AA/24hrs, Wt. 1lb, Cost 25 credits. Upgrades: '''''Whisper Pin''''' ads hand-free and subtle when speaking for +50 credits. '''''Image Projector'''''[https://www.pinterest.com/pin/Ab_a-d2o-CyWq6BpUNcyxNVivnAuCzWeMTgAwtu98Il6qg-P_1SyOUU/] adds a small holo-project or whom you are speaking with for +100 credits</br>
 
'''Voice Caster''': backpack or shoulder pad style-comlink with satellite uplink unit, otherwise have an effective 500 miles range. Powercells 2B/24hrs, Wt. 10lbs, Cost 500 credits</br>
 
'''Image Lantern''': heavier holographic com-projector. Range 50 miles with a satellite uplink. Powercells 2A/2hrs, Wt. 6lbs, Cost 2,000 credits</br>
 
'''Dataslate'''[https://ar.pinterest.com/pin/58335757656821553/]: a standard wrist or hand-held ‘smart’ computer with comlink. Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills (it takes an action to use a dataslate skill): Computers Use, Culture, Investigation, Perception and Technology. Powercell A/48hrs, Wt. 2lbs, Cost 150 credits</br>
 
DATASLATE UPGRADES</br>
 
'''''Advisor''''': A.I. upgrades. Each +2 to Intelligence (max 18) cost +250 credits. Each +2 to Wisdom (max 16) cost +300 credits. Increasing its Proficiency bonus to +3 costs 500 credits, or to +4 is 2,000 credits, or +5 is 10,000 credits.</br>
 
'''''Library''''': Add proficiency with one skill – Arcana, Insight, Mechanics, Medicine, Nature, Physical Science or Religion. Cost 500 credits each. Expertise with a proficient skill for +750 credits each.</br>
 
'''''Mapper''''': holographic ‘map’ display. Can’t get lost in area. Cost 250 plus 100 or more credits per map (generally a regional map only. Continent and/or World maps would be much more expensive).</br>
 
'''''Spellsofts''''': modern wizards keep their spells on their dataslate. Programming a spell into digital form requires 1 hours and costs 30 credits per spell level (half time and cost for Arcane Tradition spells).
 
 
==== Hand Scanners ====
 
==== Hand Scanners ====
All of pieces of gear require proficiency in Intelligence (Computer Use) to use propertly or are used at disadvantage on usage.</br>
 
'''Auspex Suite'''[https://www.pinterest.com/pin/774408098403003725/]: this hand scanner and backpack unit uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure within its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC15 check (+5 for every 50 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information (like creature types). Powercell B/1hr, Wt. 8lbs, Cost 2,000 credits</br>
 
'''Electronic/Radio Transition Detector''' (bug detector): this hand-wand unit allows the user to make a DC15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC. Powercell A/2hrs, Wt. 2lbs, Cost 200 credits.</br>
 
'''Explosives Detector''': hand-wand unit lets this user makes a DC15 check to detect explosives within 10 feet. Each five feet farther +5 to the DC. Powercell A/2hrs, Wt. 2lbs. Cost 500 credits</br>
 
'''Mana-Detector''': this simple device detect the basic magical levels of the area out to 30 feet with a DC10 check. Higher rolls deduce additional information and can detect linger arcane effects, spells used, college of spell effect, etc. Powercells AA/2hrs, Wt. 1lb, Cost 100 credits</br>
 
'''Medscanner''': a small hand-held wand allows a DC15 check to determine a type of disease or poison, higher DC can grant additional information and details. Also grants advantage with Wisdom (Medicine) checks. Powercell A/2hrs, Wt. 2lbs, Cost 400 credits.</br>
 
'''Motion Detector'''[https://www.pinterest.com/pin/774408098408220401/]: this hand sensor unit can detect any movement within 60 feet with a DC15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check, anything over a foot of material blocks it entirely. Targets that take Dash action grants advantage to the user’s check while those standing still impose disadvantage to check. Powercell A/1hr, Wt. 3lbs, Cost 1,000 credits.</br>
 
'''Planetary Survey Kit''': this backpack sized scanner is used to gather and analysis data on a planet. The user can create detailed charts for navigation, exploration and seek out minerals compounds and life sights and basic detail of types. The better the check the more detailed the information. A basic reading starts at DC10. Powercell B/1hr, Wt. 20lbs, Cost 500 credits.</br>
 
'''Spellware Detector''': this hand-wand unit detects if a subject has implanted spellware. The user makes a DC 15 checks vs. targets within 10 feet. With a DC 20+ user gains targets’ Stain level and basic info on type of spellware. DC 25+ gives more detailed info. Powercell A/1hrs, Wt. 2lbs, Cost 500 credits.</br>
 
'''Weapons Detector''': this hand-wand unit to detect concealed weapons, although higher tech weapons are easier to sense. Within 10 feet of the user a DC15 check it will detect any high tech weapon, with a DC20 it will detect analog property weapons and with a DC25 with detect primitive weapons (as from the PHB). Powercell A/1hr. Wt. 2lbs, Cost 500 credits.</br>
 
 
 
=== MEDICAL GEAR AND DRUGS ===
 
=== MEDICAL GEAR AND DRUGS ===
Drugs weight of around 12 doses per pound. Drugs can also be used with Air Pistols (see Injector Ammunition) or administered through a hypospray or syringe.</br>
+
=== MISCELLANEOUS GEAR AND OTHER ITEMS ===
'''Antibiotic''' (drug): this drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before one can benefit again. Cost 50 credits a dose.</br>
+
=== SECURITY GEAR ===
'''Antivenom''' (drug): when applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any hit point lost to the subject in the last hour where cause by poison-type damage, the subject recovers ½ of that damage back in 1d6 rounds. Cost 30 credits per dose.</br>
+
==== Counter Security ====
'''Cold-Coffin''': coffin like device can suspend a creatures within for several days. A creature that has died in the last minute (10rds) that is placed in the machine can be restored to life within 7 days. This requires 1hr of surgery and a DC20 Medicine check. If successful the creature is restored to 1 HP but has five levels of Exhaustion and no Hit Dice. Powercell D/7 days, Wt. 200lbs, Cost 2,000 credits.</br>
 
'''Frezone''' (drug): this is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Frezone gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 4d6 rounds and then bonuses disappear and the user gains a level of exhaustion. Cost 300 credits a dose.
 
'''Drug kit''': includes a hypospray injector and comes with space for 60 vials of various drugs listed here (purchased separately). Wt. 6lbs, Cost 125 credits.
 
'''Healing Elixirs''' (drug): advanced potions of healing. When applied to a target a basic elixir restores 2d4+2 HP immediate. Advanced elixir restores 4d4+4 HP and master elixir restores 4d8+4 HP. Basic cost 25 credits, advanced 100 credits and master cost 500 credits a dose.
 
'''Hypospray Syringe''': this advanced injector allows a medic, with an action, to administer various drugs to a willing adjacent target. It requires a melee attack roll to use against an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. Powercell A/200 applications, Wt. ½lb (1lb full), Cost 100 credits.</br>
 
'''Medical Kit''': advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. A fully stocked Medical kit comes with a hypospray injector and has units of supplies for 10 base uses. Wt. 40lbs (Restocking a medical kit costs 25 credits and Wt. 2lb per unit of supplies), Cost 600 credits. The kits have a variety of uses, each requiring one unit of supplies:
 
* With a full round action make a DC15 Wisdom (Medicine) check. Success heals the target 1d8 + the user’s Wisdom score and proficiency bonus (if proficient with Medicine skill). Target must complete a rest to benefit from this again.
 
* With a full round action gain Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized.
 
* Grants up to six creatures (including user) Advantage on Hit Dice rolls during a short or long rest.
 
* Attempt surgery in the field but double the time required (minimum 1 hour) and the check is at Disadvantage. DCs are variable but usually start at 15.
 
* Attempt to cure a disease or neutralize a poison (DC varies). This may also require more than one action of work (various by poison and disease).
 
'''Painkiller''' (drug): render a creature resistant to the effects of pain. When applied, gain 2d8 temporary Hit Points. A target cannot benefit from painkillers again until it has completed a long rest. Cost 30 credits per does.</br>
 
'''Radcleanse''' (drug): a mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. Cost 100 credits per dose.</br>
 
'''Sprayskin''': this miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. As an action, when applied to an adjacent target or oneself, the target regains 2d4 hit point immediately. Then it gains ¼ (round up) its best Hit Dice back that it must spend on its next rest. These HD do not count towards the number spent by the target during a rest but still gain any other benefits (like from a Medical kits, etc.). Target also regains one addition Hit Dice after a long rest. The target must complete a long rest before benefiting from sprayskin again. Wt. ½lb, Cost 50 credits per dose.</br>
 
'''Stabilizer Pack''': small one-use advance drug pack are injected into a subject. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (grant 3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before it can have its HP restored in this way again (but it can be used to stabilize). Wt. ½lb, Cost 50 credits</br>
 
'''Stimulant''' (drug): this medicine heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. Cannot benefit from it again until after a long rest. Cost 30 credits per dose.</br>
 
'''Syringe'''*: these are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll to use against an unwilling target. Wt. ¼lb, Cost 5 credits
 
  
=== MISCELLANEOUS GEAR ===
+
=== SURVIVAL GEAR ===
'''3D Printer''': this device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight. Double time for simple tech weapons (like slug throwers). Just the weapon, ammo must be created separately (and only standard types). Powercell C/10hrs, Wt. 14lbs, Cost 500 credits.</br>
 
'''Adhesive Patches'''*: small squares made of the same material as void suits, adhesive patches can seal most breaches as an action. Wt. 1lb for ten, Cost 20 credits.</br>
 
'''Artisan Tools''': Anything from the PHB (pg. 154) but skills to create items include Arcana, Mechanic or Technology (GM’s call). May or may not be analog. Powercell for non-analog up to the GM based on the size and function of the kit. Wt. 5-500lbs, Cost 5 to 1,000 credits.</br>
 
'''Beacon'''': when activated, this powerful hand-held device transmits a signal to the nearest replay point to broadcast a distress message. This drains the powercell after one use, meaning the message containing the beacon’s location at the time of activation. On a planet the range is 500 miles or up to a satellite link, in space this is 5 AU. Powercell B/one use, Wt. 1lb, Cost 200 credits.</br>
 
'''Giger Counter''': is a simple card-sized detector that automatically informs the wearer of what an areas’ present level radiations is. Powercell AAA/1year, Wt. ¼lb, Cost 10 credits.</br>
 
'''Exoskeleton''': this custom fit device can be worn beneath loose clothing and enhances the user’s Strength to 19 and counts as Large size for encumbrance (but not a large sized creature). It has no affect if the user Strength if his base score is 19 or higher. Powercell B/1hr, Wt. 5lbs, Cost 1,500 credits. Advanced suit increase the Strength to 21 and count as Huge for encumbrance. Powercell C/1hr, Wt. 10lbs, Cost 5,000 credits (Restricted).</br>
 
'''Fusion Generator''': this advanced generator can recharge any powercell (base time up to D, for E & F twice as long, anything higher four times). Wt. 25lbs, Cost 6,000 credits (the internal fuel cells last at least ten years).</br>
 
'''Golem Control Rig''': this shoulder-pack rig allows the user to interface and issue commands remotely to golems. The basic range is 5 miles. See Golems. Powercell B/2hrs, Wt. 10lbs, Cost 500 credits.</br>
 
'''Grapnel gun''': a pistol sized grapple launcher with 500 feet of wire rope (takes an action to fire and secure the line). Grants a Climb speed of 50ft a round (up or down). Max weight capacity of 500 pounds. Wt. 8lbs, Cost 200 credits (a new cartridge of wire rope cost 50 credits and weighs 5lbs and comes with its only disposible powercell)</br>
 
'''Grav Chute''': this small anti-grav backpack, relying on suspensor fields to counter gravity and allows user to fall safely from any altitude (including low orbit). Depending on the distance the chute has a flight speed of 40 feet a round but it can only go ‘down’ with minimum directional control (other than “fall” in that direction). Powercell B/1hr, Wt. 20lbs, Cost 3,000 credits.</br>
 
'''Grav Pad''': this large pad (about 6 feet across) can carry up to 1,000lbs and floats 2-3 feet off the ground, which can be pushed by a single being at Base speed with minimum effort by the user (minimum strength of 6). Powercell – E/12 hours, Wt. 400lbs when unpowered, Cost 2,000 credits.</br>
 
'''Jetpack''': this is a short range jet backpack unit that allows the wearer to fly. The pack has a maximum weight of 300 pounds and altitude of 200 feet. The pack can hove (Move 0 but requires 5ft of move to ‘stabilize’ yourself) and a Flying speed of 60ft. Powercells 2C provide flight (or hovering) for 30 rounds of use (does not need to be continuous), Wt. 20lbs, Cost 1,500 credits.</br>
 
'''Language Translator''': this small handheld rod-like device provides text and audio translation of all basic known languages. Wt. 1lb, Cost 5,000 credits. Advanced models can learn new languages at a rate of one 2d6 days so long as its’ exposed to it each day. Cost 10,000 credits, Powercell 2A/24hrs.</br>
 
'''Matter Cutter''': focused laser cutters to make narrow cuts through most matter. They are common for salvage crews and marines to breach ship hulls. As an action they can cut a half inch wide, one foot long line through 30 HP of matter (ignoring resistance and hardness). Starship hulls have 50 HP per one foot line +10 per level of extra Armor and Reinforced Hull mods. As an improvised melee weapon, attacks at disadvantage and deal 3d4+12 fire damage with the AP property (does not add ability modifier to damage). Powercell B works for 20 rounds of use, Wt. 5lbs, Cost 4,000 credits.</br>
 
'''Micro-Drone''': a very small (Fine Size) remote control drone with a camera and sound transmitter. The range is limited to 1,000 feet from the controller unit (a Golem Rig will also work). Powercell – Drone AAA/1hr, controller A/1hr (or Golem Control Rig), Wt. ½lb drone, 1lb controller, Cost 200 credits.</br>
 
'''Pressure Tent''': this backpack style case can be inflate in 1d6 rounds, to a large enough tent to hold up to four medium size creatures and provide normal atmosphere for up to one week, even in a vacuum environment. Includes an individual airlock. Powercell – 2D/1 week, Wt. 40lbs, Cost 750 credits.</br>
 
'''Repair Kit''': universal tool kit for making repairs and changes. Miniaturization has reduced the size down into an easy to carry case. Powercell – B/1 year, Wt. 20lbs, Cost 250 credits.</br>
 
'''Rope'''*: can support 500lbs. Wt. 1lb and Cost 5 credits per 50ft (max 500ft). Syntasilk rope supports 2,000lbs; 3lbs and 20 credits per 50ft. Durarope supports 10,000lbs; 5lbs and 50 credits per 50ft.</br>
 
'''Tags''': these very tiny devices are easily concealed (DC20 Investigation, DC25 Perception) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device. Bugs detect sounds, Radios detect radio signals, Motion sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Powercell – Tags AAA/7days; listening device, A/2hrs, Wt. nil for tag. 2lbs for listener, Cost 25 credits per tag, 200 credits listener</br>
 
'''Transmitter Beacon''': This device greatly enhances transporter ranges (see Vehicles pg. 26). Powercell – G/20 transports, Wt. 750lbs, Cost 5,000 credits.</br>
 
'''Wall Climb Patches''': these patches use a specialized electroadhesive patches that are worn on the user’s hands and feet allow the user its base Speed as a Climb speed on ‘hard’ (metal, glass, stone, etc.) surfaces. Powercell 2A/1 hour, Wt. 4lbs. Cost 100 credits.</br>
 
 
==== Light ====
 
==== Light ====
'''Pen-Light''': small hand or helm mounted devise that provides bright light up to 50 feet away. Wt. ½lb, Cost 10 credits, Powercell AAA/240 hours.</br>
 
'''Flashlight''': hand-held unit, provides bright light out to 200 feet or 40 foot radius. Wt. 1lb, Cost 20 credits, Powercell AA/72hrs.</br>
 
'''Fusion Lantern''': a fusion hand lantern, provides light out to 500 feet or within a 50 foot radius. The fusion powercell lasts for at least 10 years of continual use. Wt. 2lbs, Cost 250 credits.</br>
 
 
==== Packs and Rations ====
 
==== Packs and Rations ====
'''Explorer’s Pack''': Includes a backpack, a sleeping bag, survival tools, a mess kit, flashlight, 10 flares, 6 days of rations bars (18lbs), canteens (12lbs full/2 days), emergency beacon and 50 feet of rope. Cost 100 credits, Wt. 40 lbs.</br>
 
'''Infiltrator’s Pack''': Includes a backpack, door alarm, flashlight, 2 days of rations bars (6lbs), canteen (6lbs full/1 day) glass cutter, wall climbing patches, disguise kit, bug detector and a tiny camera. Cost 500credits Wt. 20 lbs.</br>
 
'''Spacer’s Pack''': Includes a duffel bag, spare coverall, 10 adhesive patches, 2 days of rations bars (6lbs), canteen (6lbs full/1 day) entertainment device, towel, toiletries, and 150 feet of rope. Cost 50 credits, Wt. 20 lbs.</br>
 
'''Surveillance Pack''': Includes a backpack, basic binoculars, infrared scope, micro-camera drone and controller, 2 sticky cameras, 2 radio tags, 2 audio tags. Cost 500 credits, Wt. 25 lbs.</br>
 
'''Ration Bar'''*: advanced freeze-drying and condensing techniques allow a complete meal to be packed into a 4” by ½” thick bar. Three bars provides the full daily nutrient requirements of a medium sized creature (small size creature can get by on two). Wt. 3 lbs., Cost 10 credits per day of bars (3 bars). Long term usages can have an effect on moral, etc. GM’s call.</br>
 
'''MRE'''*: Meals, ready to eat add bulk and better taste value then bars. Wt. 6 lbs., Cost 30 credits a day.</br>
 
'''Filter Canteen''': So long as you have a water source this canteen can filter out pollutants and toxins for clean drinking water. Powercell A/1 month. Wt. 1 lb. empty (6 lbs. full or one day for a medium sized creature), Cost 35 credits.</br>
 
 
=== SECURITY GEAR ===
 
Note that all types of advanced locks the DC to overcome is also the Dispel DC to depower.</br>
 
'''Ether-Eyes'''[https://www.pinterest.com/pin/797559415236808968/]: these are advanced night-vision goggles that grant the user Darkvision out to 120 feet and a +2 equipment bonus to Perception checks. Powercell A/1hr, Wt. 1lb, Cost 750 credits</br>
 
'''Binoculars'''*: basic binoculars increase the user’s visual range up to x10 magnification. This means no penalty for Perception out to 500 feet, but limits peripheral vision greatly. Wt. 1lb, Cost 50 credits.</br>
 
'''Vision Caster''': computer enhanced macrobinoculars, grant advantage on Perception checks and ignores Dim light obscure out to the horizon of a planet’s surface or up to ten miles in space. However this limited to what the viewer is pointing at and has very limited peripheral vision. Powercell A/2hrs (one hour if using the Dark-vision feature), Wt. 2lbs, Cost 150 credits (Darkvison increases cost to 500 credits out to 1,000 feet).</br>
 
'''Iron Shackles'''*: typical wrist or leg restraints, requires a DC 15 Athletics or Sleight of Hands (whatever is better) to escape or break them. Target is at disadvantage if hands behind its back. Can only make one check per hour and each time (successful or not) causes a level of exhaustion. Wt. 3lbs, Cost 50 credits. AC10, HP 10, Resistant, Hardness 8.</br>
 
'''Electric-Binders''': electric-magnetic shackles, as iron shackles but increase to DC 20. Powercell B/48hrs, Wt. 4lbs, Cost 500 credits. AC10, HP 10, Resistant, Hardness 8.</br>
 
'''Gen-Lock''': this door lock scans the genetic code of owner before opening. Base DC30 with a Security kit. Powercells 2B/7days, Wt. 5lb, Cost 2,500 credits. AC10, HP 20, Resistant, Hardness 8.</br>
 
'''Mag-Lock''': these magnetic door locks come with keypad access port. Base DC20 with a Security kit. Powercells 2B/14days, Wt. 5lbs, Cost 500 credits. AC10, HP 18, Resistant, Hardness 8.</br>
 
'''Scrambler Pad''': are magnetic random keypad lock system. Base DC25 with a Security kit. Powercells 2B/7days, Wt. 5lbs, Cost 750 credits. AC10, HP 15, Resistant, Hardness 8.</br>
 
'''Wellesley Lock'''*: this is an old-style, primitive iron lock that requires DC15 Thieves Tools. Wt. 2lbs, Cost 50 credits. AC10, HP 15, Resistant, Hardness 8. High quality DC20 for 250 credits and Wt. 5lbs.</br>
 
'''Screamer''': proximity alarm that detects motion and sound, base Perception check +8 (passive perception 23). Within 30ft, if motion is detected they set of an extremely loud alarm. They automatically detects ultra-sound waves (Stummers). Powercell B/24hrs. Wt. 3lbs, Cost 300 credits.</br>
 
==== Counter Security ====
 
'''Stummer''': this pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to Stealth checks but only for moving silently (does not allow you user to hide without cover etc.) Powercell B/1hr, Wt. 3lbs, Cost 1,500 credits</br>
 
'''Disguise Kit'''*: carrying bag with various cosmetic tools to disguise oneself. Wt. 6lbs, Cost 200 credits.</br>
 
'''Holobelt''': this belt projects a holographic image of the wear over itself as the Disguise Self spell (PHB 272) but the duration is the powercell. Powercell C/1hr, Wt. 3lbs, Cost 1,000 credits (Restricted).</br>
 
'''Forgery Kits''': this dataslate and mini-3D printer is used to craft illegal identification documents to fool various security systems. Powercell C/1hr, Wt. 4lbs, Cost 750 credits (Illegal).</br>
 
'''Hacking Kit''': this specialized kit is used to help slice past computer security protocols. They are of course illegal for most people to own. Powercell B/2hrs, Wt. 2lbs, Cost 750 credits (illegal).</br>
 
'''Security Kit''': these electronic dataslates are used to bypass electronic security locks (Gen-Locks, Magna-Locks and Scambler pads). Powercell B/2hrs, Wt. 2lbs, Cost 750 credits (Illegal).</br>
 
'''Thieves Tools'''*: These are primitive, old school lock picking set. Wt. 1lb, Cost 75credits (Restricted).</br>
 
 
 
=== SPELLWARE (CYBERNETIC) ===
 
=== SPELLWARE (CYBERNETIC) ===
In DragonStar, bio- and cyber-ware are called Spellware[https://www.pinterest.com/pin/13229392646640950/] due to its magical nature. It includes magically enhanced implanted glands or tissue graphs, golem (cyber-limb)-replacements, runic bone etching, crystal enhancer implants, mythical tattoo graphs, embedded rune-stones, etc.
 
Living creatures can only handle so much ware within their bodies before it starts having an inverse effect on them. Each piece or level of ware has a '''Strain''' count. Creatures can have a maximum amount of Strain equal to the '''''lower''''' of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ware is removed or their Constitution and/or Charisma increases (or the New Feat Cyborg).</br>
 
A cloned replacement hand or foot or minor organ (a kidney) cost 500 credits and takes about a week to grow and surgically reattach or implant into the user. A replacement arm or leg or major organ (a lung or heart) is 1,500 credits and takes about one month to grow and surgically reattach or implant to the user. These have no in game affects but prices include surgery cost.</br>
 
A simple golem prosthetic replacement (cybernetic) hand or foot or minor organ costs 750 credits and takes an hour surgical operation. A complex golem prosthetic replacement for an arm or leg or heart (but could also include replacing the bone of the skull or the skeletal frame of the chest area) costs 2,500 credits and a four hour surgical operation. Basic Golem prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally, instead requiring a 30 minutes of work with a Wisdom (Medicine) check with a Surgery kit or Intelligence (Repair kit) skill check and Repair kit DC15 to restore 1d8 + Wisdom or Intelligence modifier.</br>
 
All spellware requires one hour surgery[https://www.pinterest.com/pin/8303580548514725/] per Strain to install. Most surgeons will charge 500 credits per hour of ‘work’ at a major hospitals.</br>
 
Dispel can affect any one piece of spellware at a time, just as advanced gear, as if it had a B powercell (see Gear), but the subject always has advantage on these save.</br></br>
 
'''Adrenal Gland Rune-Enhancement''' (1 level): this rune is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this rune. Once activated, for 10 rounds afterwards (1 minute), the subject can take one extra action, bonus action and reaction a round. At the end of the duration the subject takes one level of exhaustion. The subject must complete a short or long rest to regain (and recharge) the rune to use it again. Cost 50,000 credits, Strain 4.</br>
 
'''Agility Crystal Implant''' (3 level): a set of bio-crystals are implanted along the subject’s spinal cord that greatly enhances the user’s hand-eye-coordination and dexterity. A level I crystal implants grants the subject 19 Dexterity. It does not have any affect if the subject has a Dexterity of 19 or higher. Cost 25,000 credits, Strain 4. Level II crystal implants grant the subject 21 Dexterity, but again have no affect if the subject has a higher score. Cost 150,000 credits and Strain 8. Level III crystal implants grant the subject a 23 Dexterity. Cost 500,000 credits and Strain 12.</br>
 
'''Aquatic Gill Graft''' (1 level): these grafts are added to each side of the subject’s neck and allow them to breathe underwater as if they were a fish. The subject cannot drowned and gains a Swim speed of its base speed in feet a round and advantage on Athletic checks to swim. Cost 750 credits, Strain 1.</br>
 
'''Auspex Gland Implant''' (1 level): a specialized vat-grown gland implanted in an arm that acts like a hand scanner auspex suite (see Hand Scanner) but is powered by the subject’s essence for up to one hour of use before it must be recharge for one hour of nonuse. Cost 15,000 credits, Strain 3.</br>
 
'''Breathe Bio-Gland Implant''' (1 level): this gland is implanted in the base of both lungs and allows the subject to breath without air for one hour (this only includes breathing, no other environmental protection is provided). Subject requires a rest to recharge the implant. Cost 750 credits, Strain 2.</br>
 
'''Combat Rune Implant'' (1 level): this rune is implanted behind one of the subject’s eyes and allows for better striking ability in both ranged and melee combat. It adds +2 damage to all of the subject’s attack checks (both melee and ranged). Does not stack with laser sights. Cost 1,500 credits, Strain 2.</br>
 
'''Dermal Rune-Armor Plating''' (6 levels): this is obvious, liquid metal and bio-plastic runic armor that has been grafted onto and replacements part of the subject’s dermal and subdermal layers of skin and grants natural armor class (that does not stack with normal armor). Level I grants a base AC 12 + your dexterity modifier. It costs 1,000 credits, 5lbs of encumbrance and has a Strain of 2. Level II grants a base AC 13 + your dexterity modifier, costs 2,000 credits, 10lbs of encumbrance and has a Strain of 3. Level I and II are considered Light armor and do not affect your stealth. Level III grants an AC of 15 + your dexterity modifier (max +2) and costs 4,000 credits, 15lbs of encumbrance and has a Strain of 4. It does not affect you stealth checks. Level IV grants AC 16 + your dexterity modifier (max +2), costs 6,000 credits, 20lbs of encumbrance and has a Strain of 5. It imposes disadvantage on your stealth checks. Both III and IV are considered medium armor. Level V grants a base AC of 18, costs 10,000 credits, 25lbs of encumbrance and has a Strain of 7. Level VI grants a base AC of 20, 30lbs of encumbrance and costs 18,000 credits with a Strain of 9. Both V and IV are considered heavy armor and impose disadvantage on stealth.</br>
 
'''Doppelganger Gland Implant''' (1 level): this specialized gland is implanted near the top of the subject’s skull and grants it the Polymorph spell but only onto itself (can’t cast it onto another subject) and only into a small, medium or large humanoid creature that it has seen. Its statistics, other than its size, are the same in each form. Any equipment that subject is wearing or carrying are not transformed (and so if changing size will no longer fit). The subject reverts to its true form if knocked to 0 Hit Points or if it dies. There is no duration for maintaining this form, although it requires some minor concentration and the subject cannot maintain the form during a long rest. Cost 50,000 credits, Strain 3.</br>
 
'''Dragon’s Breath Gland''' (4 levels): this gland is installed in the subject’s throat granting the user a breath attack. The ‘color’ of the gland produce different damage types and the age inflict greater damage. All grant saves for ½ damage against a DC8 + subject’s proficiency bonus + subject’s Charisma modifier. Black Glands deals acid damage with a Charisma save, Blue Glands deal lightning damage with an Intelligence save, Green Glands deal poison damage with Constitution save, Red Glands deal fire damage with Dexterity save, and White Glands produce cold damage with Constitution save. Level I is a Wyrmling gland that deals 2d8 damage in a 15 foot cone, Cost 3,000 credits, Strain 2. Level II is a Young gland that deals 3d8 damage in a 20 foot cone, Cost 15,000 credits and Strain 4. Level III is an Adult gland that deals 4d8 damage in a 30 foot cone, Cost 75,000 credits and Strain 6. Level IV is an Ancient gland that deals 5d8 damage in a 40 foot cone, Cost 250, 000 credits and Strain 8. Each gland can be used three times and then require the subject to take a short or long rest to recharge it. Subject must be able to ‘breath’ in order to use these glands (i.e. you can’t be in the void).</br>
 
'''Ether-Eye Runic Implants''' (1 level)[https://www.pinterest.com/pin/101471797845198896/]: these specialized transparent rune plates are implanted into the subject’s eyes. The grant the subject the same features as Ether-Eye goggles (see gear) but requires no powercell, instead running on the subject’s essence. Drow and other sunlight sensitive species with such an implant also ignore the penalties due to sunlight and brightness. Cost 30,000 credits, Strain 2.</br>
 
'''Excortex Implant''' (3 levels): this implant is grafted to the subject’s brain steam acts as a Golem Control Rig within a 5 mile range. Level II, as a Bonus action each round on your turn you designate one target that you can see. Your excortex processor feeds you telemetry, vulnerabilities, and combat tactics granting you advantage on your next attack rolls against the target (but only first attack if you have multiple attacks in a round). Level III allows you to share this feature with one drone you are in communication with and control of (it can pick its own separate target each round). Level I: Cost 10,000 credits, Strain 2; Level II: Cost 45,000 credits, Strain 5; Level III Cost 75,000: credits, Strain 7.</br>
 
'''Frame Reinforcement Tattoos''' (2 level): these runic tattoos enhanced the subject’s ability to carry additional weight. For level I treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. For level II treat it as two sized greater. Level I: Cost 500 credits, Strain 1l; Level II: Cost 1,000cr, Strain 2.</br>
 
'''Flesh Pockets''' (3 or 5 levels; depending on subject's Size): specialized voids are opened within the subject’s body cavities allowing small (4-5lbs) items to hidden within. Items placed within are hard to detect (disadvantage with Hand scanner). Advanced version incorporate the same magical process for the creation of bags of holding, that hold up to 500 pounds (15lbs encumbrance) but not exceeding a volume of 64 cubic feet. Basic models Cost 500 credits and Strain 1; Advanced models Cost 10,000 credits and Strain 4. A medium sized creature can have up to 5 pockets while small sized creatures can only fit 3.</br>
 
'''Flight Gland''' (1 level): this specialized gland is implanted under the skin of the subject’s back and legs. When activated (which takes an action to active or deactivate) it grants the user a Fly speed of 60 feet a round. This gland will maintain a subject in the air for 30 rounds before it battery runs dry. These rounds don’t have to be consecutive. The subject regains all rounds (no matter how many where used) after a long rest. Cost 75,000 credits, Strain 4.</br>
 
'''Healer’s Graft''' (1 level): this graft replaces part of the subject’s kidneys and works to supercharge the blood cells ability to naturally heal. The subject regains all of its Hit Dice after a long rest and gains its level/challenge rating as bonus Hit Points healed back during a short or long rest. Finally when reduced to 0 hit points the subject is instead set to 1 HP. The subject must complete a long rest to regain (and recharge the graft) the use this last ability again. Cost 10,000 credits, Strain 2.</br>
 
'''Implant Comlink''' (1 level): a small rune is place under the skin and behind the subject’s ear. Allows the subject to communicate via a radio up to ten miles. The subject can text messages and sub-vocally ‘talk’ for private conversions with no powercell required. Cost 500 credits, Strain 1.</br>
 
'''Implant Dataslate''' (varies): a magical gland implanted into the hosts brain and acts as a standard dataslate running off the target’s essence instead of a powercell. Each additional level will add one level of Advisor attribute boost and/or Library skill proficiency. Cost 1,000 credits per level, base Strain 1; +1 Strain for each additional level past 1.</br>
 
'''Golem Arm Graft''' (2 levels): a third arm made of metal and bioplastics is placed along the chest cavity of the subject just below one of their normal arms. At level two adds another arm on the opposite side of the body for four arms total. You may interact with one additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, and you can use the Versatile property of weapons carried in these extra arms. Or you could use these extra arms to initiate grapples. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons. Add +5 HP to subject total (as golem limb replacements, see above). Cost 15,000 credits each level, Strain 4 each.</br>
 
'''Muscle Crystal Implant''' (3 levels): a set of bio-crystals are grafted along the subject’s muscle groups and greatly enhances overall strength. A level I crystal implants grants the subject 19 Strength. It does not have any affect if the subject has a Strength of 19 or higher. Cost 15,000 credits, Strain 2. Level II crystal implants grant the subject 21 Strength, but again have no affect if the subject has a higher score. Cost 100,000 credits and Strain 4. Level III crystal implants grant the subject a 23 Strength. Cost 250,000 credits and Strain 6.</br>
 
'''Polyhand Graft''' (3 levels): these grafts require at least a golem hand-limb replacement. They act as any one type of the following gears – any one type of Hand Scanner (except the Auspex Scanner), Forgery Kit, Fusion Lantern, Hackers Kit, Hypospray Syringe (takes an action to reload the syringe), Repair Kit, Security Kit or Thieves Tools. Each level is a separate tool or hand scanner implant and no matter how many the subject has it can only access one at a time. It takes an action to unlock the tool kit and another to hide it back within the golem limb. Cost 10,000 credits each, Strain 2 each.</br>
 
'''Skill Port''' (3 levels): This ports are implanted into the subject’s brain. Cost 5,000 credits, Strain 2 each level. Each port can handle one skill or language-soft rune crystal. These special rune-etched crystals grant the subject proficiency with one Skill or Language (they have no affect if the subject already has proficiency with said skill or language). Each crystal cost 8,000 credits for a Skill and 1,000 credits for each Language. It takes an action to change a skill crystal and an action to activate one. If the subject has more than one skill port it can access all of them at the same time.</br>
 
'''Speed Tattoos''' (3 levels): silver laced tattoos are ‘etched’ onto the subject’s legs and lower spine, greatly enhanced their ground speed. Each level adds +10 feet to base speed of the creature. The subject can also take a Dash action as a bonus action. Level I Cost 5,000 credits, Strain 2; level II Cost 15,000 credits, Strain 4; level III Cost 30,000 credits, Strain 6.
 
Spider Gland Implant (1 level): a generically grown gland is implanted into the subject spin near the shoulder blades on its back. When activated as a bonus action, the subject has a Climb speed of its normal movement. Cost 8,000 credits, Strain 2.</br>
 
'''Subdermal Mithril Skeletal Etching '''(3 levels): a complex system of mithril laced runes are etched onto the subject’s entire skeletal structure to enhance its ability to absorb damage. There are three basic etchings available, each grants the subject Resistance to one type of nonmagical (or AP) weapon damage – bludgeoning, piercing or slashing. Each level costs 10,000 credits and Strain of 3.</br>
 
'''Synergizing Symbiote''' (1 level): one of the oldest forms of spellware, these tiny, biovat grown tadpole like creatures wrap themselves around the spinal cord near the base of the brain. They greatly enhance the body’s and spirit’s ability to absorb damage, increasing the subject’s maximum Hit Point total by +20. These hit points heal as normal. Cost 10,000 credits, Strain 1.</br>
 
'''Targeting Eye Implant''' (1 level): this implant replaces one of the target’s eyes. While still allowing full visual range, this implant allows the user to ignore disadvantage due to long range with any attack when he takes the Aim maneuver. Cost 1,500 credits, Strain 2.</br>
 
'''Touch Rune''' (1 level): these specialized runes are implanted into the subject’s hands. They allow the subject to control any advanced device or computer, etc. by touch alone. This could speed up some tasks, like typing commands on a computer, etc. but does not remove the need for a tool kit. Cost 5,000 credits, Strain 2.</br>
 
'''Troll Gland Implant''' (3 level): a specialized grand replaces one of the subject’s kidneys that produces synthetized troll blood greatly enhancing its ability to heal from damage. This process also “fixes” the trolls vulnerabilities to fire and acid. They are rated by ‘age’ of the troll. Level I (Juvenile) allows the subject to regain 1d6 Hit Points every four hours so long as you have at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 3d6+3 day if you have at least 1 Hit Point the whole time. Cost 10,000 credits and Strain 2. Level II (Adult) allows the subject to regain 1d6 Hit Points every 15 minutes, provided that they have at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 1d6+1 day if you have at least 1 Hit Point the whole time. Cost 75,000 credits, Strain 4. Level III (Bull) grants the subject true regeneration, healing it 1d6 Hit Points at the start of its turn so long as it has at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 1d6+1 hours if you have at least 1 Hit Point the whole time. Cost 500,000 credits, Strain 8.</br>
 
'''Vehicle Enhanced Control-Etching''' (10 levels): these specialized runic etchings are drawn on the subjects’ hand bones along them greater control with a specific type of vehicle. They grant a +3 bonus to skill checks and to that vehicle’s saving throws when controlling it. This etching can be taken multiple levels, each level it applies to a different Vehicle and Skill type (they do not stack). Types – Aerocraft, Coppers, Filtters, Landcraft, Skimmer, Tracked, Walkers, Watercraft, Starship and Capital Starships. Cost 6,000 level, Strain 2 a level.</br>
 
'''Venom Bite''' (1 level): Implanted fang teeth and a venom sack in the throat. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d6 + Strength modifier as piercing damage and they must make a DC15 Constitution save or gained the Poisoned condition. At the end of the target gets a new Constitution save. Success ends the condition. You are always considered proficient with this bonus attack. The venom sack has enough for six bites before it is empty (you can still make bite attacks but it does not impose the poisoned continue). It requires a long rest to recharge the venom. Cost 10,000 credits, Strain 3.</br>
 
'''Vigor Crystal Implant''' (3 levels): a set of bio-crystals are implanted along the subject’s skeletal frame that greatly enhances the user’s health and overall toughness. A level I crystal implants grants the subject 19 Constitution. It does not have any affect if the subject has a Constitution of 19 or higher. Cost 20,000 credits, Strain 4. Level II crystal implants grant the subject 21 Constitution, but again have no affect if the subject has a higher score. Cost 125,000 credits and Strain 8. Level III crystal implants grant the subject a 23 Constitution. Cost 350,000 credits and Strain 12. This spellware implant increase does not affect the subject’s maximum Strain level for additional implants.</br>
 
'''Void Symbiote''' (1 level): these microscopic ‘virus’-like creatures live within the subject’s blood system and throughout the entire body and allow the user to survive in the vacuum conditions for up to one hour without need of a skinsuit (they provide the same benefits as a skinsuit). After that the symobiotes require the subject to take a short or long rest to recharge. Cost 10,000 credits, Strain 3.</br>
 
'''Weapon Implant''' (2 levels): a small, hand-held weapon is implanted into the subject’s body or golem limb replacement. Something the size of a dagger or autoloader pistol Costs 5,000 credits and Strain 2 to be placed within a limb (or 2,000 credits and no strain within a golem limb replacement). Something the size of a shortsword or handcannon would Cost 10,000 credits and Strain 4 to be placed within a limb (or 5,000 credits and Strain 1 within a golem limb replacement). A longsword or Submachinegun would Cost 15,000 credits and Strain 6 (or 7,000 credits and Strain 3 within a golem arm replacement). These weapons are totally hidden within the subject body when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload it if it requires a powercell or ammunition. Generally a subject cannot have more than two weapons implanted in this way.
 
</br>
 
'''Wildwise''' (1 level): implanted enhanced fungus that attaches to subject’s spin. Grants the subject proficiency with Animal Handling and Survival skills. If the subject already has these skills, double the proficiency bonus with them. The subject gains advantage with passive perception in rural or wilderness settings and a special type of animal empathy with wild beasts. When dealing with normal domesticated animals and beasts the user has advantage on its’ Animal Handling skill checks. Cost 15,000 credits, Strain 3.
 
 
 
=== GOLEM (ROBOTS) ===
 
=== GOLEM (ROBOTS) ===
Golems are non-sentient robots and androids (unlike Warforged) and drones are nonhumanoid robots. All responded with absolute loyalty to it ‘rightful’ owners commands via voice, text, Golem Control Rig, Excortex Implant or Comlink. All come with built in comlinks (base 5 miles range). Issuing commands via text or a comlink are a full round action and it can only take the Attack, Dodge, Dash, Disengage, Hide or Use Object Actions then. All are proficient with Intelligence saves automatically.
 
 
GOLEMS </br>
 
'''Assassin''': these dangerous and illegal golem models seek out targets with ruthless efficiency, unburdened by emotions or remorse. Cost 72,300 credits (Illegal); Attributes: Strength 16, Dexterity 16, Constitution N/A, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +4; Save: Strength; Speed 40ft (80 MPH); AC 16 (+2); SZ: M; HD: 8; HP: 80; Proficiencies: Athletics +7, Computer Use +5, Stealth +7; Special Qualities: Walking model. Construct, Powercell 2E/96hrs, Hardness 4, Unarmed 1d6 bludgeoning, Resistant (nonmagical bludgeoning, piercing and slashing damage), Weapon Proficiency (Simply, Martial, Pistols, Rifles, Heavy Weapons), Weapon Mount (vibro-blade implant, 1d12 slashing, finesse. Concealable when not in use)
 
 
'''Companion''': these golem often look extremely Human (or humanoid, chosen at purchase) and are given very life like physical and emotional support to their owners. Cost 53,000 credits; Attributes: Strength 12, Dexterity 16, Constitution N/A, Intelligence 12, Wisdom 10, Charisma 16; Proficiency Bonus +3; Save: Strength; Speed 40ft (80ft); AC 15; SZ: M; HD: 5; HP: 50; Skills: Acrobatics +6, Computer Use +4, Persuasion +6; Special Qualities: Walking model. Construct, Hardness 2, Powercell E/48hrs, Unarmed 1d6. Android (Attractive Appearance).
 
 
'''Mechanical''': these small droids are except at maintenance. Cost 12,500 credits; Attributes: Strength 8, Dexterity 12, Constitution N/A, Intelligence 18, Wisdom 10, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 25ft (50 MPH); AC 12; SZ: S; HD: 2; HP: 20; Skills: Computer Use +5, Mechanic +8, Technology +5; Special Qualities: Wheeled model. Construct, Hardness 1, Powercell D/72hrs, Unarmed 1d4. Built-In Tool (Repair kit), Expertise (Mechanic), Proficiency (Technology).
 
 
'''Ogre Labour''': heavy lifting and moving golem, good for simple tasks. Cost 23,000 credits; Attributes: Strength 28, Dexterity 10, Constitution N/A, Intelligence 8, Wisdom 10, Charisma 6; Proficiency Bonus +2; Save: Strength; Speed 25ft; AC 12; SZ: L; HD: 6; HP: 60; Skills: Athletics +12, Computer Use +1; Special Qualities: Walking model. Construct, Hardness 4, Powercell E/48hrs, Unarmed 2d6 bludgeoning. No MPH speed.
 
 
'''Spider Tank''': this huge sized golem has four legs and carries extensive weapons. It is exclusive to the military and certain ‘loyal’ mercenary groups. Cost 360,000 credits (Military); Attributes: Strength 36, Dexterity 12, Constitution N/A, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +4; Save: Strength; Speed 40ft (80 MPH); AC 12; SZ: H; HD: 18; HP: 180; Skills: Computer Use +5, Perception +5; Special Qualities: 4-leg Walking model. Construct, Hardness 16, Powercell 2F/48hrs, Unarmed 4d10+13. Hardened Powercell, Weapon Proficiency (Heavy Weapon), Weapon Mounts 1 super heavy fixed 2 turret and 4 super heavy fixed mounts (typical turret mounts an Autocannon ammo/100, 4 fixed Heavy Machine guns, ammo four sets/200 rounds each)
 
 
'''Teacher/Advisor''': these are a fragile model golem with mid-level A.I. and experts in Lore and Knowledge. Cost 31,000 credits; Attributes: Strength 12, Dexterity 10, Constitution N/A, Intelligence 18, Wisdom 10, Charisma 12; Proficiency Bonus +2; Save: Wisdom; Speed 30ft; AC 12; SZ: M; HD: 4; HP: 40; Skills: Computer Use +6, Culture +6, Medicine +2, Physical Science +6, Technology +6; Special Qualities: Walker model. Construct, Hardness 2, Powercell D/48hrs, Unarmed 1d6. Built-in tool (basic Language Translator), no MPH (just normal movement and/or dash)
 
 
 
DRONES</br>
 
Drones are specialized model of golems that include the Golem Control upgrade, and are controlled through a Golem Control Rig or an Excortex Implant and Comlink (see issuing commands above).
 
 
'''Combat Drone'''[https://ro.pinterest.com/pin/572942383838242457/?amp_client_id=CLIENT_ID(_)&mweb_unauth_id=&simplified=true]: medium drones specially built for fighting and combat. They have heavier frames and additional weapon mounts. Cost 49,500 credits (Restricted); Attributes: Strength 14, Dexterity 14, Constitution N/A, Intelligence 10, Wisdom 10, Charisma 6; Proficiency Bonus +3; Save: Strength; Speed 40ft (80 MPH); AC 18 (+2); SZ: Medium; HD: 4; HP: 40; Skills: Athletics +5, Computer Use +1; Special Qualities: Walker Model. Construct, Hardness 4, Powercell D/48hrs, Unarmed 1d6. Armor Upgrade II, Weapon Mount (2 rifle, 1 heavy), Weapon Proficiency (Simple, Martial, Pistols, Rifles, Heavy).
 
 
'''Recon Drone''': this is a tiny (about a foot across) anti-grav drone. Cost 23,000 credits (Licensed); Attributes: Strength 6, Dexterity 20, Constitution N/A, Intelligence 10, Wisdom 12, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 120ft fly (360 MPH), walking 0; AC 17; SZ: Tiny; HD: 1; HP: 10; Skills: Acrobatics +7, Computer Use +2, Perception +6, Stealth +7; Special Qualities: Anti-Grav, Construct, Hardness 0, Powercell 2C/72hrs, Unarmed 1d3. Built-In Tool (Ether-Eyes, darkvision 120ft, +2 vision based perception), Expertise (Perception), Skill Proficiency (Perception, Stealth), Weapon Mount (Pistol, no heavy), Weapon Proficiency (Pistol).
 
 
'''Stealth Drone''': this small drones are built for stealth and sneaking into areas where other don’t want them. Cost 48,250 credits (Licensed); Attributes: Strength 8, Dexterity 20, Constitution N/A, Intelligence 10, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 45ft (90 MPH); AC 15; SZ: Small; HD: 4; HP: 40; Skills: Computer Use +2, Stealth +9; Special Qualities: Walker Model. Construct, Hardness 1, Powercell D/72hrs, Unarmed 1d4. Built-In Tool (Ether-Eyes, dark-vision 120ft, +2 vision), Expertise (Stealth), Proficiency (Stealth), Stealth System, Wall Walker, Weapon Mount (Rifle or two Pistols mounts), Weapon Proficiency (Simple, Melee, Pistol, Rifle).
 
 
 
=== ATMOSPHERIC VEHICLES ===
 
=== ATMOSPHERIC VEHICLES ===
These are vehicles that operate within a planet’s atmosphere. Unless otherwise noted they are not environmentally sealed and passengers and crew are subject to whatever conditions exist there.</br>
 
'''Cost''': in credits.</br>
 
'''Size''': see Vehicle combat (Mods #) is a feature for if want to later upgrade the vehicle in some way.</br>
 
'''Crew''': minimum crew to operate; Passengers: maximum number of passengers.</br>
 
'''Cargo''': base cargo. Can double this but reduce speed by 10% and maneuvers checks at disadvantage.</br>
 
'''Maneuver''': the vehicle operator’s bonus or penalty to maneuver checks. If there is a number in parentheses this is the modifier to all mounted weapon usage.</br>
 
'''Speed''': feet in basic combat, MPH is non-combat speeds.</br>
 
'''Cover''': basic cover provided by the vehicle to all passengers and crew.</br>
 
'''Power''': list of basic powercell(s) and maximum duration of operation and standard recharge length.</br>
 
'''AC''' (Armor Class): the basic armor class value of the vehicle.</br>
 
'''HD''' (Hit Die) and '''HP''' (Hit Points) of the vehicle. All vehicles are resistant to non-AP damage.</br>
 
'''Hardness''': this amount is subtracted from any damage left over after resistance is applied.</br>
 
'''Threshold''': the amount of damage a vehicle can suffer before it is becomes Partially Disable (see Vehicle combat).</br>
 
'''Saves''': the vehicle’s bonus or penalty to saves against EMP, Dispel, Ion, Pincher, etc. attacks.</br>
 
'''Abilities''': Strength and Dexterity of vehicle and Grab which is Strength modifier plus vehicle Mod.</br>
 
'''Notes''': Propulsion type and any other notes, including weapons. Automated skills do not include Maneuver penalties or bonuses. Apply those if the A.I. is controlling the system.
 
 
==== Aerocraft and Coppers ====
 
==== Aerocraft and Coppers ====
Aircraft from propeller driven to turbojet and helicopters, called coppers within the Empire due to the noise they make.</br>
 
'''Bush Plane''': these twin propeller planes are fitted with floatation landers so that they can land on both water and land. Cost: 90,000; Size: Gargantuan (4); Crew: 1; Passengers: 6; Cargo: 12,000lbs; Maneuver: -2; Speed: 80ft (160 MPH), stall 40ft; Cover: Full; Powercell: 2G -16hrs ; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 2; Threshold: 35; Abilities: Strength 40, Dexterity 14; Grab +19. Note: Propeller Aerocraft (runway 800ft). Can land on water or land. With no passengers, larger base cargo (+4,000lbs).</br>
 
'''Private Jet''': a civilian jet for use within the civilized areas with good modern airports and landing stripes. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 8,000lbs; Maneuver: +0; Speed: 90ft (360 MPH), stall 60ft; Cover: Full; Powercell: 4G - 12hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 18; Grab +19. Note: Jet Aerocraft (runway 2,000ft). A.I. (Intelligence 14, Wisdom 14, Notice +4).</br>
 
'''Transcontinental Hopper''': extremely large super-sonic air transporter. Cost: 7,900,000 (Restricted); Size: Titan (10); Crew: 8; Passengers: 300; Cargo: 100,000lbs; Maneuver: -5; Speed: 105ft (1,050 MPH), stall 90ft; Cover: Full; Powercell: 8H - 24hrs; AC: 12; HD: 13; HP: 130; Hardness: 5; Threshold: 65; Save: +6; Abilities: Strength 60, Dexterity 20; Grab +35. Notes: Turbo-Sonic Jet Aerocraft VSTL (runway 1,000ft). A.I. & Automation (Prof +4, Intelligence 12, Wisdom 14; Notice +6, Pilot +9), Environmental Seal, Radar (Blindsense aerial 10 miles, noncombat)</br>
 
'''Aerocraft Fighter'''[https://www.pinterest.com/pin/4574037109337435/]: planetary defense Aerocraft fighters are cheap to produces. Cost: 850,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 100lbs; Maneuver: +2 (+1); Speed: 160ft (640 MPH), stall 80ft; Cover: Full; Powercell: 3H - 8hrs; AC: 12 + Dex/Int; HD: 9; HP: 90; Hardness: 4; Threshold: 35; Save: +1; Abilities: Strength 40, Dexterity 22; Grab +19. Notes: Afterburners Jet Aerocraft (runway 2,000ft). ACMC, A.I. & Automation (Prof +3, Intelligence 20, Wisdom 14; Notice +5, Pilot +6; attack +8), Combat Radar (Blind-sense 500ft base, 10 miles extended), Environmental Seal, Hardened Powercell. Fixed quad-link Auto-Cannons (damage 6d12), Two Fixed 2 mounts with Missile Launchers (can store 18 light missiles or 6 medium).</br>
 
'''Passenger Chopper'''[https://www.pinterest.com/pin/3588874691626051/]: this light helicopter is relatively a cheap air transport. Cost: 80,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 2,000lbs; Maneuver: +1; Speed: 80ft (160MPH); Cover: Full; Powercell: 2G -10hrs; AC: 11 + Dex/Int; HD: 7; HP: 70; Hardness: 2; Threshold: 27; (Save: +0); Abilities: Strength 30, Dexterity 16; Grab +12. Notes: Rotor Aerocraft.</br>
 
'''Attack Chopper'''[https://www.pinterest.com/pin/41165784079546722/]: a lightly armored attack coppers. Cost: 136,000 (Military); Size: Huge (2); Crew: 2; Cargo: 500lbs; Maneuver: +2 (+1); Speed: 80ft (160MPH); Cover: Full; Powercell: 3G -10hrs; AC: 14 + Dex/Int; HD: 8; HP: 80; Hardness: 8; Threshold: 30; Save; +4; Abilities: Strength 36, Dexterity 18; Grab +12. Notes: Rotor Aerocraft. ACMC, A.I. & Automation (Intelligence 16, Wisdom 14; Notice +4, Pilot +6; attack +5), Combat Radar (Blindsense 500ft base, 10 miles extended), Electromagnetic shielding II. Fixed forward duel-link Auto-Cannons (damage 5d12), Two Fixed mounts with Missile Launchers (stores 12 light missiles).</br>
 
'''Transport Chopper''': a heavy duty cargo chopper. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 6; Cargo: 8,000lbs; Maneuver: -1; Speed: 60ft (120MPH); Cover: Full; Powercell: 4G -8hrs; AC: 11 + Dex/Int (max +2); HD: 8; HP: 80; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Rotor Aerocraft, Cargo-sling (2,000 credits) carry +20,000 lbs.
 
 
 
==== Filtters and Skimmers ====
 
==== Filtters and Skimmers ====
Filters are advanced anti-gravity technology. Unless sealed have built in altitude limiters for the safety of the occupants (average 500ft). Skimmers are also called floaters, which are basically hovercraft vehicles that ‘skim’ 3-6 feet off the ground and those avoid difficult terrain penalties, obstacles and can also move over water at normal speeds.</br>
 
'''Flitter-Bike'''[https://www.pinterest.com/pin/100838479139441416/]: a luxury item these anti-grav bikes make getting around fast and in style. They are rugged enough to be used out on the frontier for those that can afford them. Cost: 25,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +5; Speed: 200ft (600 MPH); Cover: Half; Powercell: 2F -24hr; AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Save: -2; Threshold: 18; Abilities: Strength 16, Dexterity 20; Grab +3. Note: Anti-Grav. A.I. (Intelligence 14, Wisdom 14, Notice +4).</br>
 
'''Filtter Car'''[https://www.pinterest.com/pin/2251868554374755/]: an advance anti-grav flying car, common in the mega-cities of the Core worlds. Cost: 85,000; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Maneuver: +2; Speed: 160ft (480 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: -1; Abilities: Strength 30, Dexterity 18; Grab +12. Note: Anti-Grav. A.I. & Automation (Intelligence 12, Wisdom 10; Notice +2, Pilot +6).</br>
 
'''Flitter Tank'''[https://www.pinterest.com/pin/113927065554602969/]: front line battle tanks of the Imperial army! Cost: 1,250,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 4,000lbs; Maneuver: +0 (+1); Speed: 120ft (360 MPH); Cover: Full; Powercell 2H-8hrs; AC: 17; HD: 15; HP: 150; Hardness: 20; Threshold: 49; Save: +6; Abilities: Strength 48, Dexterity 18; Grab +23. Note: Anti-Grav. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Notice +6, Pilot +10; attack +9), Combat Radar (Blindsense 500ft base, 10 miles extended), Electromagnetic Shielding II, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Force Field 10/100, Hardened Powercell. Fixed 2 turret with Heavy Cannon and Super-Heavy Laser Cannon. Four Fixed turret mounts with Heavy Machineguns.</br>
 
'''Floater Bike''': these are relatively cheap and rugged small two person hovercraft. Popular on the frontier and many advanced urban areas. Cost: 7,400; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 80lbs; Maneuver: +3; Speed: 60ft (120 MPH); Cover: Half; Powercell: 1F-12hr; AC: 12 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Threshold: 19; Save: -2; Abilities: Strength 18, Dexterity 16; Grab +4. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4).
 
'''Skimmer Transport''': a family hover car and light transport, popular on the frontier. Cost: 45,000; Size: Huge (2); Crew: 1; Passengers: 8; Cargo: 2,000lbs; Maneuver: +1; Speed: 40ft (60 MPH); Cover: Full; Powercell 1G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: +0; Abilities: Strength 30, Dexterity 16; Grab +12. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br>
 
'''Utility Floater''': heavy hover transport vehicle. Cost: 85,000; Size: Gargantuan (4); Crew: 1; Passengers: 18; Cargo: 8,000lbs; Maneuver: -2; Speed: 30ft (45 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 4; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 14; Grab +19. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br>
 
'''Floater APC''': a standard military hover armored personnel carrier (APC). Cost: 250,000 (Military); Size: Gargantuan (4); Crew: 4; Passengers: 16 (armored 12); Cargo: 1,000lbs; Maneuver: -1 (+0); Speed: 40ft (60 MPH); Cover: Full; Powercell 3G-10hrs; AC: 15 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 12; Threshold: 45; Save: +2; Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Hover craft. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +6, Notice +4; attack +7), Ether-Scope (Darkvision 1,000ft), Force Field 5/50. Fixed turret with duel-link Auto-Cannons (damage 5d12), Fixed mount with quad-linked Heavy Machineguns (5d10).
 
 
 
==== Landcraft ====
 
==== Landcraft ====
Two to six wheel vehicles that range from motorcycles to heavy transports along with tracked vehicles that are slower than most land cars but extremely stable platforms and can ignore most types of difficult terrain penalties and light obstacles (can either drive over or through).</br>
 
'''Street Bike''': this is a motorcycle built for modern roads and speed. Cost: 5,500; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +4; Speed: 60ft (120 MPH); Cover: Half; Powercell: 1F-24hr; AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 2; (Save: -2); Threshold: 18; Abilities: Strength 16, Dexterity 18; Grab +3. Note: Wheeled. A.I. (Intelligence 14, Wisdom 14, Notice +4).</br>
 
'''Dirt Bike'''[https://www.pinterest.com/pin/2251868554244674/]: motorcycle with reinforced frame for off-roading. Cost: 7,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 60lbs; Maneuver: +3; Speed: 50ft (100 MPH); Cover: Half; Powercell: 1F-20hr; AC: 12 + Dex/Int; HD: 4; HP: 40; Hardness: 3; Threshold: 20; (Save: -2); Abilities: Strength 20, Dexterity 16; Grab +5. Notes: Wheeled. Off-Road, resistant to maneuver damage.</br>
 
'''Buggy''': popular three wheeled ‘open-topped’ off-road. Cost: 13,000; Size: Large (1); Crew: 1; Passengers: 4; Cargo: 200lbs; Maneuver: +1; Speed: 50ft (100 MPH); Cover: Three-Fourth; Powercell: 1F-12hr; AC: 13 + Dex/Int; HD: 7; HP: 70; Hardness: 6; Threshold: 28; (Save: -1); Abilities: Strength 26, Dexterity 14; Grab +9. Notes: Wheeled. Off-Road, resistant to maneuver damage.</br>
 
'''Passenger Landcar'''[https://www.pinterest.com/pin/332914597466700179/]: a light, 4-wheel standard town car. Cost: 8,600; Size: Huge (2); Crew: 1; Passengers: 6; Cargo: 1,000lbs; Maneuver: -2; Speed: 40ft (80 MPH); Cover: Full; Powercell: 1G-10hr; AC: 12 + Dex/Int (max +2); HD: 7; HP: 70; Hardness: 3; Threshold: 28; (Save: +0); Abilities: Strength 28, Dexterity 10; Grab +10. Note: Wheeled. A.I. with Automation (Intelligence 14, Wisdom 14; Drive +2, Notice +4).</br>
 
'''Racer Landcar'''[https://www.pinterest.com/pin/4855512086833828/]: popular land racer on modern roads. Cost: 30,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 500lbs; Maneuver: +2; Speed: 80ft (160 MPH); Cover: Full; Powercell: 1G-5hr; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 28; (Save: +0); Abilities: Strength 26, Dexterity 18; Grab +9. Note: Wheeled. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br>
 
'''Heavy Utility Landtruck'''[https://www.pinterest.com/pin/7388786872236087/]: off-road heavy utility vehicle. Cost: 32,000; Size: Gargantuan (4); Crew: 1; Passengers: 18; Cargo: 10,000lbs; Maneuver: -1; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -10hrs on 150 gallons of gas (Powercell 2G/10hr); AC: 13 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 6; Threshold: 40; (Save: +1); Abilities: Strength 40, Dexterity 16; Grab +19. Note: Wheeled. Off-Road, resistant to maneuver damage. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br>
 
'''Security Transport'''[https://www.pinterest.com/pin/5207355809896406/]: an armored enforcement vehicle used throughout the Empire. Cost: 165,000 (Restricted); Size: Gargantuan (4); Crew: 2; Passengers: 16 (12 armored troops); Cargo: 4,000lbs; Maneuver: +0 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 3G-12hr; AC: 16 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 11; Threshold: 49; (Save: +3); Abilities: Strength 48, Dexterity 18; Grab +23. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +7, Notice +4; attack +7), Ether-Scope Screen (Darkvision 1,000ft). Two Fixed turret mounted Heavy Machineguns, one Fixed turret Water Cannon (1,00gallons/20 shots).</br>
 
'''Super Land Transporter'''[https://www.pinterest.com/pin/496873771396929144/]: an armored super heavy 8-wheeled transport. Also equipped with a tractor beam to help with loading and unloading. Cost: 532,000 (Restricted); Size: Colossal (6); Crew: 6; Passengers: 34; Cargo: 24,000lbs; Maneuver: -4 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 4H-16hr; AC: 14; HD: 16; HP: 160; Hardness: 6; Threshold: 63; (Save: +4); Abilities: Strength 66, Dexterity 14; Grab +28. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +5, Notice +4; attack +7), Environmental Sealed (40 creatures), Ether-Scope Screen (Darkvision 1,00oft) Double base Powercells, Life Support (2D batteries 40 creatures 18hrs), Off-Road and resistance to maneuver damage. Fixed turret with Tractor Beam (Restrained +28, ranged 500/5,000ft, powered)</br>
 
'''Tracked Explorer'''[https://www.pinterest.com/pin/546624473530798432/]: these are extremely rugged and tough tracked vehicles of with environmental sealed standard. Can be upgraded to Life Support for +5,000 credits. Runs on a seperate D powercells for up to 20 hours for up to 20 crew. Cost: 90,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 9,000lbs; Maneuver: +4; Speed: 25ft (50 MPH); Cover: Full; Powercell: 4G-8hrs; AC: 16; HD: 14; HP: 140; Hardness: 10; Threshold: 54; Save: +1; Abilities: Strength 48, Dexterity 10; Grab +23. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Environmental sealed, Multi-Speck Sensor (asauspex hand scanner but range 5miles +5DC +1mile).</br>
 
'''Battle Tank''': an older low-cost but reliable battle tank. Cost: 475,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 5,000lbs; Maneuver: +5 (+0); Speed: 40ft (80 MPH); Cover: Full; Powercell: 5G-8hrs; AC: 19; HD: 28; HP: 280; Hardness: 25; Threshold: 57; (Save: +6); Abilities: Strength 54, Dexterity 12; Grab +26. Note: Tracked. A.I. & Automation (Intelligence 18, Wisdom 12; Drive +3, Notice +3; attack +6), Environmental Seal, Ether-Scope (Darkvision 1,000ft), (Electromagnetic Shielding II). Fixed 2 turret with Heavy Cannon and Heavy Machinegun; Two Fixed turrets with Heavy Machineguns.</br>
 
'''Super Transport'''[https://www.pinterest.com/pin/4433299619928137/]: an extremely large tracked long distance haulers. Cost: 550,000 (Restricted); Size: Colossal (6); Crew: 10; Passengers: 30; Cargo: 80,000lbs; Maneuver: -1; Speed: 20ft (40 MPH); Cover: Full; Powercell: 8H-24hrs; AC: 15; HD: 20; HP: 200; Hardness: 10; Threshold: 70; (Save: +2); Abilities: Strength 60, Dexterity 12; Grab +31. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile).
 
 
 
==== Walkers ====
 
==== Walkers ====
Walkers are two to six legged vehicles that have speed and maneuverability advantages over many vehicles but whose height can be a hindrance in battle.</br>
 
'''Explorer Walker'''[https://www.pinterest.com/pin/445715694362384493/]: these four legged transports are used to explore and scout, even on airless moons. Cost: 300,000; Size: Gargantuan (4); Crew: 2; Passengers: 16; Cargo: 5,000lbs; Maneuver: +6; Speed: 60ft (120 MPH); Cover: Full; Powercell: 8G-12hrs; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 8; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 16; Grab +19. Note: Walker (4-leg). A.I. & Automation (Intelligence 12, Wisdom 18; Drive +5, Notice/expertise +8; attack +3), Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostablization, Life Support for 18 (2D battery 44hrs), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile), Planetary Survey Kit (see Hand Scanners).</br>
 
'''Combat Walkers'''[https://www.pinterest.com/pin/27514247714085559/]: these are heavy attack two-legged walkers manned by one pilot and a gunner. Cost: 880,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 500lbs; Maneuver: +4 (+2); Speed: 40ft (80 MPH); Cover: Full; Powercell: 6H-18hrs; AC: 16 +Dex/Int (max +2); HD: 18; HP: 180; Hardness: 18; Threshold: 50; Save: +7; Abilities: Strength 50, Dexterity 18; Grab +24. Notes: Walker. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Drive +8, Notice +6; attack +9), Electromagnetic Shieling III, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostabilization, Hardened Powercell. Two Fixed 2 turret Heavy Laser Cannons (one in each arm), one Fixed turret Heavy Mass Cannon (right arm), one Fixed turret Partial Cannon (left arm), two Fixed Missile Launcher (each shoulder; stores 16 light or 8 medium missiles).
 
 
 
==== Watercraft ====
 
==== Watercraft ====
Watercraft are built to operate on (or under) the water surfaces and only on water.</br>
 
'''Speeder Boat''': recreational boats built for speed. Cost: 18,000; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: +0; Speed: 50ft (50 MPH); Cover: Full or Half; Powercell: 1G-20hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; (Save: +0); Abilities: Strength 30, Dexterity 14; Grab +14. Note: Watercraft. A.I. & Automation (Intelligence 12, Wisdom 12; Proficiency: Drive +4, Notice +3; attack +3).</br>
 
'''Submersible''': a civilian sub. Cost: 73,500; Size: Gargantuan (4); Crew: 4; Passengers: 16; Cargo: 4,000lbs; Maneuver: -2; Speed: 30ft/15ft submerged (30 MPH/15 MPH submerged); Cover: Full; Powercell: 2G-16hrs; AC: 12 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 3; Threshold: 45 (Save +1); Abilities: Strength 40, Dexterity 14; Grab: +19; Notes: Watercraft (Submersible). AI & Automatics (Intelligence 12, Wisdom 18; Proficiency: Drive +4, Notice +6; attack +3), Environmental Seal, Life Support for 20 (2D battery last 40hrs), Sonar System (Blindsight 1 miles base)</br>
 
'''Yacht''': a large motor boat for pleasure of fishing or a small cargo hauler. Cost: 85,000; Size: Colossal (6); Crew: 10; Passengers: 30; Cargo: 60,000lbs; Maneuver: -4; Speed: 25ft (25 MPH); Cover: Full or Half; Powercell: 4H-48hrs; AC: 12; HD: 16; HP: 160; Hardness: 4; Threshold: 65; (Save: +2); Abilities: Strength 50, Dexterity 12; Grab +26. Note: Watercraft. A.I. & Automation (Intelligence 12, Wisdom 18; Proficiency: Drive +3, Notice +6; attack +3).
 
 
 
=== STARSHIPS ===
 
=== STARSHIPS ===
Starships have Resistant to all weapon or magic damage except by Super-Heavy weapons with AP weapon property.</br>
 
Changes from Vehicles for Starships and Capital Starships features…</br>
 
'''Cover''': all spacecraft provide full cover by default (so not listed in their features).</br>
 
'''Speed''': the second speed in parentheses is Space Scale.</br>
 
'''Energy''': Instead of powercells, use a special combination of fusion engines and super batteries. See Starship Maintenance and Upkeep later. In normal operations a ship uses 1 energy point per day of operation. In combat, each ‘powered’ weapon also costs the vehicle one energy point at the end of the engagement.</br>
 
'''Life Suppor'''t: is the number of days of oxygen, food and water that the ship is carrying for the standard number of crew and passengers. In an emergency situation crew can double this duration but all crew and passengers gain one persistent level of exhaustion.</br>
 
==== Common Light Starships and Shuttles ====
 
'''''Mustang''-Shuttle Lander'''[https://www.pinterest.com/pin/27514247712864143/]: This is a light shuttle used in-system as a light transport for goods or passengers between worlds or from a ship in orbit and the planet below. Cost: 400,000 (Restricted); Size: Gargantuan (4); Crew: 2; Passengers: 30; Cargo: 2 tons; Maneuver: +0 (-2); Speed: 60ft (600 MPH, Space 6); Energy: 5; AC: 12 + Dex/Int (max +2); Life Support: 10 days; HD: 16; HP: 160; Hardness: 9; Threshold: 40; Save: +1; Abilities: Strength 40, Dexterity 18; Grab +19. Notes: A.I. (Intelligence 14, Wisdom 18; Notice +6, Pilot +6; attack +4), Atmospheric, Basic Sensor Suite.</br>
 
Some possible extras include a Fixed twin-linked Lascannons Turret (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit). +150,000 credits
 
Another variant instead ads a forward Fixed 2 Tractor Beam (restrained +19, Range 500/5,000ft, or Space 10/50, powered) +75,000 credits</br>
 
 
'''''Raptor'' Light Attack Fighter'''[https://www.artstation.com/artwork/jaguar-9e1bcdb3-f854-4c55-884d-aa0706e4b3ad]: his is a fast and affordable attack starfighter used by both the Empire and many mercenary companies. It’s too small to carry a StarCaster of its own and must rely on larger carries to be transported between the stars. Cost: 945,000 (Military); Size: Gargantuan (4); Crew: 1; Cargo: 400lbs; Maneuver: +4 (+1); Speed: 110ft (1,100 MPH, Space 11); Energy: 5; AC: 12 + Dex/Int; Life Support: 2 days; HD: 18; HP: 180; Hardness: 15; Save: +5; Threshold: 45; Abilities: Strength 40, Dexterity 26; Grab +19. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 16; Notice +6, Pilot +11; attack +8), Atmospheric, Electromagnetic Shielding II.</br>
 
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
 
'''Imperial ''Katana'' Gun-Ship'''[https://www.pinterest.com/pin/9992430411725046/]: A staple of the Empires heavy interceptor fighter/bombers. These ships are not as fast as many others of their class to maximum their ruggedness. Cost: 1,025,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 600lbs; Maneuver: +1 (+1); Speed: 80ft (800 MPH, Space 8); Energy: 5; AC: 14 + Dex/Int (max +2); Life Support: 2 days; HD: 20; HP: 200; Hardness: 25; Save: +5; Threshold: 52; Abilities: Strength 44, Dexterity 20; Grab +21. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 18; Notice +7, Pilot +8; attack +8), Atmospheric, Electromagnetic Shielding II, Hardened Frame I.</br>
 
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
One forward Fixed Photon Torpedo Launcher (Damage 4d10 x8 plasma, Range 10/50, AP, AOE space 2, locking. Can carry 6 torpedoes internally).</br>
 
 
'''Solaris-Works ''Andrill''-class Light Courier'''[https://www.pinterest.com/pin/10555380364941203/]: Easy to maintain, the Andrill are a common light courier and transport that are cheap enough to be found in the hands of many independent merchants and families. Cost: 1,324,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 8; Cargo: 18 tons; Maneuver: -2 (-3); Speed: 50ft (500 MPH, Space 5); Energy: 20; AC: 12; Life Support: 30 days; HD: 24; HP: 240; Hardness: 12; Threshold: 60; Save: +2; Abilities: Strength 50, Dexterity 18; Grab +26. Notes: A.I. (Intelligence 16, Wisdom 16; Notice +5, Pilot +6; attack +5), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).</br>
 
Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br>
 
 
'''Idaran-Yards ''Voidrunner'''''[https://www.pinterest.com/pin/3518505935740719/]: The Voidrunner, a fast luxury style craft from Idaran shipyards. Few ships can match the speed and maneuverability, making it the perfect ship for daredevils, elite combat pilots looking to rely on skill rather than heavy arms and armor, and rich criminals. Cost: 2,240,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 4 luxury; Cargo: 6 tons; Maneuver: +2 (-2); Speed: 100ft (1,000 MPH, Space 10); Energy: 20; AC: 12 + Dex/Int; Life Support: 30 days; HD: 24; HP: 240; Hardness: 12; Threshold: 57; Save: +2; Abilities: Strength 44, Dexterity 26; Grab +23. Notes: A.I. (Intelligence 18, Wisdom 16; Notice +5, Pilot +10; attack +6), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).</br>
 
Weapons: one Fixed turret duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
 
'''Kaldarr-Systems-''Express'' Fast Courier'''[https://www.pinterest.com/pin/113927065562512503/]: These light but fast freighters are a very common sight throughout the Empire. Most specialize in delivering mail or expensive, specialized cargos. Cost: 1,820,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 2; Cargo: 12 tons; Maneuver: +1 (-1); Speed: 750ft (750 MPH, Space 7); Energy: 30; AC: 12 + Dex/Int; Life Support: 60 days; HD: 24; HP: 240; Hardness: 12; Threshold: 80; Save: +2; Abilities: Strength 50, Dexterity 24; Grab +26. Notes: A.I. (Intelligence 18, Wisdom 18; Notice +6, Pilot +9; attack +6), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).</br>
 
Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)</br>
 
 
'''Lakota-Yards ''Explorer'''''[https://www.pinterest.com/pin/70016969193373972/]: These are rough scout-class starships, popular with explorers and never-do-well adventure types. Cost: 2,125,000 (Restricted); Size: Colossal (6); Crew: 3; Passengers: 8; Cargo: 12 tons; Maneuver: +2 (+1); Speed: 60ft (600 MPH, Space 6); Energy: 40; AC: 14 + Dex/Int (max +2); Life Support: 60 days; HD: 27; HP: 270; Save: +4; Hardness: 18; Threshold: 80; Abilities: Strength 50, Dexterity 22; Grab +26. Notes: ACMC, A.I. Automation (Intelligence 20, Wisdom 18; Notice +6, Pilot +8; attack +7), Atmospheric, Basic Sensor Suite, Electromagnetic Shielding I, Force Field 20/200, StarCaster Engines (5 energy). Also includes at least two workstation areas for various scientific or machine shop like features.</br>
 
Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br>
 
 
'''''Steadfast'' Stock Freighter'''[https://www.pinterest.com/pin/49891508360167355/]: A popular stock freighter, this model are not as modifiable as the Andromeda but hauls larger loads with standard configuration. Cost: 2,320,000 (Restricted); Size: Behemoth (8); Crew: 4; Passengers: 20; Cargo: 200 tons; Maneuver: -4 (-4); Speed: 40ft (400 MPH, Space 4); Energy: 50; AC: 13; Life Support: 30 days; HD: 30; HP: 300; Hardness: 15; Threshold: 90; Save: +4; Abilities: Strength 70, Dexterity 18; Grab: +36. Notes: ACMC, A.I. Automation (Intelligence 18, Wisdom 18; Notice +6, Pilot +6; attack +6), Atmospheric, Basic Sensor Suite, Force Field 10/100, StarCaster Engines (10 energy).</br>
 
Weapons: two Fixed turrets Duel linked Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
One forward Fixed 2 Tractor Beam (Restrained +36, Range 500/5,000ft, or Space 10/50, powered)</br>
 
 
'''''Andromeda''-Class Stock Freighter'''[https://www.pinterest.com/pin/301389400068483818/]: this medium freighter is popular with not only many free-traders but also pirates due to the ship’s easy customization and refit options. Cost: 2,650,000 (Restricted); Size: Behemoth (8); Crew: 4; Passengers: 30; Cargo: 100 tons; Maneuver: -3 (-4); Speed: 45ft (450 MPH, Space 4); Energy: 50; AC: 13 + Dex/Int (max +2); Life Support: 30 days; HD: 30; HP: 300; Hardness: 15; Threshold: 90; Save: +4; Abilities: Strength 70, Dexterity 20; Grab +38. Notes: ACMC, A.I. Automation (Intelligence 18, Wisdom 18; Notice +6, Pilot +7; attack +6), Atmospheric, Basic Sensor Suite, Force Field 10/100, StarCaster Engines (10 energy).</br>
 
Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
One forward Fixed 2 Tractor Beam (Restrained +38, Range 500/5,000ft, or Space 10/50, powered)</br>
 
 
'''''Ogre''-class Troop Transport'''[https://www.pinterest.com/pin/57561701478214215/]: These Radianese-Arms Corporation build troop transports are popular both with the Storm-Legion Army transport and with mercenary companies. Cost: 3,215,000 (Restricted); Size: Behemoth (8); Crew: 12; Passengers: 80 (troops); Cargo: 25 tons; Maneuver: -4 (-2); Speed: 60ft (600 MPH, Space 6); Energy: 60; AC: 14; Life Support: 90 days; HD: 36; HP: 360; Hardness: 21; Threshold: 95; Save: +8; Abilities: Strength 80, Dexterity 18; Grab +43. Notes: ACMC, A.I. (Prof +3, Intelligence 22, Wisdom 18; Notice +7, Pilot +7; attack +9), Atmospheric, Basic Sensor Suite, Electromagnetic Shielding II, Force Field 20/200, StarCaster Engines (10 energy).</br>
 
Weapons: four Fixed and two turrets Duel linked Heavy Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br>
 
 
'''''Gorgon'' Fast Patrol Frigate'''[https://www.pinterest.com/pin/111112315797565689/]: This Tyran Shipyard fast patrol frigate is a staple of many imperial systems in the Outer Rim of the Colonies. The empire has thousands of these ships in serves with the Strom-Legion’s Imperial Navy. It has good armor, speed and weapons for a vehicle of its size and used mostly as an anti-pirate and anti-rebel platform. Cost: 4,700,000 (Military); Size: Behemoth (8); Crew: 20; Passengers: 20 (armored troopers); Cargo: 50 tons; Maneuver: -2 (-1); Speed: 90ft (900 MPH, Space 9); Energy: 80; AC: 16 + Dex/Int (max +2); Life Support: 60 days; HD: 42; HP: 420; Hardness: 28; Threshold: 120; Save: +8; Abilities: Strength 60, Dexterity 22; Grab +33. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +4, Intelligence 24, Wisdom 18; Notice +8, Pilot +10; attack +11), Atmospheric, Electromagnetic Shielding II, Force Field 30/300, StarCaster Engines (20 energy).</br>
 
Weapons: one forward Fixed 2 Mass Driver Cannon (damage 4d10 x5 piercing, Range 20/40, AP, magnetic/DC15, loading. Standard load is 50 rounds in weapon storage lockers.)</br>
 
One forward Fixed 2 Heavy Ion Cannon (damage 5d10, Range 25/50, Direct fire AOE 4, Ion/DC 20, powered)</br>
 
Two Fixed turrets Duel linked Medium Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)</br>
 
One forward Fixed 2 Tractor Beam (Damage –Restrain +33, Range 500/5,000ft, or 10/50, powered)</br>
 
 
 
==== Starship Navigation ====
 
==== Starship Navigation ====
In order to successfully plot a course between two points and engage a StarCaster requires a Computer Use skill check. The StarCaster engine rips a pair of holes or points between realspace and the Umbral Shadow (these tears are referred to as ‘Fissures’) that instantly teleports the ship from one present tears locations to the new one within real space. To plot a basic course requires a '''DC15''' Computer Use and 2d6 minutes of time. If the plotter wants to rush this, it could try to plot a course as an Action but the '''DC''' increases to 20. If the plotter wanted to take its time it could instead take one hour to plot its course and lower to '''DC10'''.
 
 
Distance also have a factor on the plotting '''DC'''. Use the base '''DC''' if plotting a course within the same starship (say teleporting from the main habitable planet to its asteroid belt in the outer system), and for every 10 light years distance increase the '''DC''' by +3 out to 50 light years (for +15 to the '''DC''') maximum. A starship A.I. can hold a number of course plots within its memory banks equal to its Intelligence modifier. Additional ones could be stored in external memory but it takes an hour to upload and replace one. If the A.I. has the plot data for a jump, it can plot the course itself or it can grant advantage to the plotter check.
 
 
Failure of this check can have a number of results. Most will damage the StarCaster, meaning that it is no longer operational and will require repair (generally 1d6 x10% of the base cost of the StarCaster itself and 1d6 x Mods days to fix). GM has the final say but other common occurrences are ending up in a random location or lost in space maybe even within the Umbral Shadow!!
 
 
After a starship has reemerged from the Umbral Shadow it takes 2d6 hours +1d6 hour per 10 light years teleported for the engines to recharge before another teleport can be made. One can shortened this by increasing the plotting '''DC''' by +2 per one less hour. However failure results in 1d6 damage per HD of the ship (ignores hardness and resistance) and the StarCaster is damaged as above.
 
 
What is the '''''Umbral Shadow'''''? It is this universes cross between the Shadowfells and Astral Space. It is almost pitch black but there are shapes and living creatures that can be found here. It allows the vessels to teleport over vast distances with StarCaster engine.
 
 
 
==== Starship Maintenance and Resupply ====
 
==== Starship Maintenance and Resupply ====
Many of these features are dependent on the Starships size. Mods= Gargantuan 4, Colossal 6, Behemoth 8, Titan 10, Leviathan 12, and Dreadnaught 15.
 
 
'''Energy''': Costs 500 credits x each Energy point recharged/refueled x the ship’s mods.</br>
 
'''Life Support Resupply''': Basic provisions cost 15 credits x days of life support x crew & passengers.</br>
 
'''Maintenance''': Every six months, ships require repair and refit. Costs 1,000 credits x ship’s mods (includes engines and other systems).</br>
 
'''Repairing HP Damage''': Costs 50 credits x the damage repaired (in spare parts) x the ship’s mods.</br>
 
'''Spaceport Docking Fees''': Cost 100 credits x ship’s mods for docking up to one week, standard.
 
  
 
== OTHER HOUSE RULE ==
 
== OTHER HOUSE RULE ==
Line 2,008: Line 1,400:
 
'''COVERING FIRE'''</br>
 
'''COVERING FIRE'''</br>
 
Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat).
 
Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat).
 
'''CYBORG'''</br>
 
Increase your Charisma or Constitution score by 1, maximum of 20. You can use the better of your Charisma or Constitution score for the maximum Stain of Spellware (increaase of lowest) and you can hold an additional points +2 points in Stain over the better of the two.
 
  
 
'''EXO-ARMOR PROFICIENCY'''</br>
 
'''EXO-ARMOR PROFICIENCY'''</br>
Line 2,034: Line 1,423:
 
==== Updated Feats from the PHB ====
 
==== Updated Feats from the PHB ====
 
First, not using the ''Healer'' Feat (most covered by a Medical Kit). Updating ''Great Weapon Fighter''' and ''Sharp Shooter'' to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For ''Heavy Armor Specialization'', you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons.
 
First, not using the ''Healer'' Feat (most covered by a Medical Kit). Updating ''Great Weapon Fighter''' and ''Sharp Shooter'' to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For ''Heavy Armor Specialization'', you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons.
 
 
=== NEW SITUATIONS/ACTIONS ===
 
=== NEW SITUATIONS/ACTIONS ===
 
'''Aim''': if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.
 
'''Aim''': if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.
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At zero hit points vehicles is Disabled and out of control and is no longer functioning, all systems tied to the vehicle stop funtioning (if weapons have a seperate power sourse or ammo source it can still fire BUT not missile type weapons). All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the vehicle’s Mod +1 (i.e. a Large vehicle 2 round, while a Colossal vehicle 7). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its Damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants suffer some of this damage; ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage.
 
At zero hit points vehicles is Disabled and out of control and is no longer functioning, all systems tied to the vehicle stop funtioning (if weapons have a seperate power sourse or ammo source it can still fire BUT not missile type weapons). All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the vehicle’s Mod +1 (i.e. a Large vehicle 2 round, while a Colossal vehicle 7). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its Damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants suffer some of this damage; ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage.
 
On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage).
 
On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage).
 +
 
==== Special Vehicle Rules ====
 
==== Special Vehicle Rules ====
 
'''Area of Effect''': Attackers of such weapons can pick a square and make an attack check AC10 to successfully hit this area, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check equal to '''DC10''' + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters and small vehicles can have Resistance and Cover to certain heavy weapons (see Gear). Also see Missile Lock.</br>
 
'''Area of Effect''': Attackers of such weapons can pick a square and make an attack check AC10 to successfully hit this area, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check equal to '''DC10''' + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters and small vehicles can have Resistance and Cover to certain heavy weapons (see Gear). Also see Missile Lock.</br>
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No matter the factors the '''DC''' cannot be lower the 10.</br>
 
No matter the factors the '''DC''' cannot be lower the 10.</br>
 
Ships can travel its Space Scale speed in AU per hour (i.e. a Raptor Light Starfighter have a space scale speed of 11, it can travel 11 AU an hour in space). This gives a general how long ships take to get close to each other and passing over sensor distances.
 
Ships can travel its Space Scale speed in AU per hour (i.e. a Raptor Light Starfighter have a space scale speed of 11, it can travel 11 AU an hour in space). This gives a general how long ships take to get close to each other and passing over sensor distances.
==== Super Heavy Weapons ====
 
These weapons are always mounted, either on a gun emplacement, a vehicle or a starship. All require the Heavy Weapon Proficiency. All have disadvantage with direct attacks against medium sized creatures and smaller. These weapons cannot be operated by medium sized or smaller creatures without some form of mounting or fixed position and non-fixed/dropped weapons counted as ‘Bulky’ for large and huge size creatures. All are Military level availability. New weapon properties as follows…
 
*'''Direct Fire''': As personal weapons in that all vehicles in that with a failed attack checks with an AOE have Resistance to damage. This includes any non-targets in the AOE of the targeted vehicle.
 
*'''Dropped''': for bombs dropped from aerocraft and spacecraft. The vehicle moves over the target and drops the bombs dealing an AOE on the group below of the object. Targets on the ground get Dexterity saves verses the DC but even with the Evasion ability still suffer at least ½ damage. Vehicle operators make the vehicle Dexterity save and even with Vehicle Evasion ability still suffer at least ½ damage.
 
*'''Fixed''': these weapons can only be mounted on a Huge-sized vehicle or larger or at a fixed mount (not even giants can use them effectively). Fixed 2 weapons can only be mounted on Gargantuan-sized vehicles or larger. Fixed 3 can only be mounted onto Behemoth sized or greater. Also it suffers disadvantage with attacks checks against moving targets of Colossal size or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ½ cover. Fixed 4 can only be mounted onto a vehicle of Leviathan sized or greater. Also this weapon suffers disadvantage with attacks against moving targets of Colossal sized or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ¾ cover.
 
*'''Ion''': weapons don’t deal much damage, but can also disable the electronic systems of a vehicle with a powercell or energy systems of starships. The vehicle operator makes an Intelligence save verses the listed DC (also gains her Proficiency bonus if she is proficient with the vehicle she is operating + the vehicle save bonus). Hardened cells have advantage on this save. Failure knocks out all electronic systems (movement, non-analog weapons, targeting systems, force fields, life support, etc.) until restored. See Vehicles Houserules.
 
*'''Knockdown''': targets within weapon’s AOE also need to make a DC5+ the base damage dealt Strength save. Failure knocked them prone and back 1d4 x5ft from the weapon.
 
*'''Laser''': In space add an additional +1 to ranged attack rolls. With a critical hit you also disable the target vehicle’s sensors (Blind condition) until the start of your next round.
 
*'''Locking''': the attacker must first establish a ‘weapons lock’. See Vehicles.
 
*'''Magnetic''': On a critical hit the vessel also requires a save against the DC as an Ion effect.
 
*'''Plasma''': On a critical hit the weapon deals +2d additional weapon damage dice (plus the double).
 
*'''Powered''': these weapons are powered by the vehicles powercell or energy source. For powercells a ‘battle’ uses an hour of the vehicle’s battery, starships 1 energy point for each powered weapon.
 
*'''Semi''': these weapons can be carried by Exo-Armor or Huge sized creatures, mounted onto light vehicles or used with a semi-portable mount (wt. 80lbs, cost 200 credits, takes 3 full rounds to set up break-down). Some of these weapons also are listed as powered, but if used semi-portable it requires a powercell.
 
*'''Space''': These weapons are generally only mounted onto spacecraft and their ranges, AOE, etc. are listed on the space scale. Times 100 for personal scale.
 
 
DESCRIPTIONS</br>
 
'''Bombs''': generally unguided, dropped high-explosive (HE). They require a bomb bay and storage space (see vehicles). Bombs cost is for each bomb. All bombs allow a Dexterity save for ½. EMP bombs costs the same amount as HE but do not add the multiplier to damage (i.e. an EMP Bomb deals only 3d6 explosive damage) and everything with a powercell or energy source suffers the Ion affect.</br>
 
'''Missiles''': are direct fire high explosive (HE) rounds. They require a missile launcher (see vehicles) and prices is for each missile. Those not directly struck by the missile but within its AOE get a DC15 Maneuver save. HEAT missiles (high-explosive, armor piercing) five times the cost and add the AP weapon feature. Also increase the damage multiplier to x5. Missile that fire into and under water are called torpedoes (not to be confused with photon torpedoes). Same cost and only work underwater.</br>
 
'''Photon torpedoes''': only function properly in space and require a torpedo launcher (see vehicles). Price is for each. Those not directly struck by attack but within its AOE get a DC15 Maneuver save.</br>
 
'''Machineguns''': heavy fixed ballistic machineguns, common for squad support and fixed firing points.</br>
 
'''Chainguns''' and '''Caseless chaingun''': are simply heavier versions and fixed protection point weapons.</br>
 
'''Autocannons''': a light explosive cannon with automatic fire for devastating results.</br>
 
'''Cannons''': tank and light personal carrier weapons along with aero-attack craft.</br>
 
'''Lascannon''': the lightest is an advance squad support weapon but also a common starship weapon.</br>
 
'''Vehicle Flamer''': as flame weapons, firing flames out to a 120ft cone (30ft at the widest).</br>
 
'''Mass Drivers''': heavy magnetic railguns. Generally require separate storage for loading rounds.</br>
 
'''Plasma Cannon''': a squad support, fixed location security weapon or on light vehicles.</br> '''Particle Cannons''': heavier plasma guns, found at fixed locations and mounted to larger of vehicles.</br>
 
'''Ion Cannons''': these EMP weapons deal little damage but can knock even the greatest vessels and devices out of commission. Targets missed and those in the AOE gain advantage on their save.
 
'''Tractor Beam''': these weapons use telekinesis to grab other vehicles and starships. They can be used both in a planet’s gravity and in space. A Tractor Beam uses use the Grab trait listed with the vehicle to be initiate a grabble attempt and to resist one. Tractor Beams can only grab a vehicles its own size and smaller. At long range the imitator of the grab is at disadvantage to its initial attack roll but not the gabble check. See vehicle Houserules for details.</br>
 
'''Water Cannon''': this weapon fire high pressure water as a semi-nonlethal crowd control.</br>
 
<font size=1>
 
{| class="wikitable"
 
| '''WEAPON''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''SPACE''' ||'''WT''' || '''PROPERTIES'''
 
|-
 
| Bomb* || 1,500 || 3d6 x8 explosive || Drop || -- || 60 || AOE 50ft, fixed, loading (EMP 23)
 
|-
 
| Bomb, breaker* || 3,000 || 4d10 x8 explosive || Drop || -- || 450 || AOE 200ft/space 2, fixed 2, loading (EMP 25)
 
|-
 
| Bomb, buster* || 8,000 || 5d12 x8 explosive || Drop || -- || 1K || AOE 500ft/space 5, fixed 3, loading (EMP 28)
 
|-
 
| Missile, light¹ || 1,000 || 2d12 x4 explosive || 1,500/10,000 || 15/100 || 50 || Direct fire (AOE 10ft), fixed, loading, locking
 
|-
 
| Missile, medium¹ || 2,000 || 4d12 x4 explosives || 1,500/10,000 || 15/100 || 150 || Direct fire (AOE 15ft), fixed 2, loading, locking
 
|-
 
| Missile, heavy¹ || 4,000 || 6d6 x4 explosive || 1,500/10,000 || 15/100 || 450 || Direct fire (AOE 20ft), fixed 2, loading, locking
 
|-
 
| Photon torpedo ² || 10k || 4d10 x8 plasma || -- || 10/50 || 100 || AP, direct fire (AOE space 1), fixed, loading, locking
 
|-
 
| Photon torpedo, heavy ² || 25k || 6d10 x8 plasma || -- || 10/50 || 500 || AP, direct fire (AOE space 2), fixed 2, loading, locking
 
|-
 
| Heavy machinegun* || 5,000 || 3d10 piercing || 400/3,000 || -- || 75 || Auto only, reload (200m), semi
 
|-
 
| Chaingun || 10,000 || 3d12 piercing || 400/3,000 || -- || 150 || Heavy auto only, reload (1,000m), semi
 
|-
 
| Caseless chaingun || 50k || 4d10 piercing || 400/3,000 || -- || 200 || Fixed, heavy auto only, reload (1,000m)
 
|-
 
| Cannon, light || 70k || 3d10 x4 explosive || 500/4,000 || -- || 150 || AP, direct fire (AOE 10ft), fixed, loading
 
|-
 
| Cannon, heavy || 175k || 6d10 x4 explosive || 600/5,000 || -- || 400 || AP, direct fire (AOE 10ft), fixed 2, loading
 
|-
 
| Lascannon || 70k || 4d10 x2 fire || 1,000/10,000 || 10/100 || 300 || AP, laser, fixed, powered
 
|-
 
| Lascannon, heavy || 130k || 5d10 x2 fire || 1,000/10,000 || 10/100 || 600 || AP, laser, fixed 2, powered
 
|-
 
| Lascannon, massive || 200k || 6d12 x2 fire || 1,000/10,000 || 10/100 || 1.2k || AP, laser, fixed 3, powered
 
|-
 
| Mass driver || 60k || 4d10 x2 piercing || -- || 20/40 || 500 || AP, fixed, magnetic, reload (20m)
 
|-
 
| Mass driver cannon || 150k || 4d10 x5 piercing || -- || 20/40 || 1k || AP, fixed 2, magnetic, loading
 
|-
 
| Super mass driver² || 450k || 6d10 x5 piercing || -- || 20/40 || 2.5k || AP, fixed 3, magnetic, loading
 
|-
 
| Plasma cannon || 75k || 5d12 || 400/3,000 || -- || 100 || AP, direct fire (AOE 20ft), plasma, reloading (pc/E shots 20), semi
 
|-
 
| Partial cannon² || 300k || 5d8 x6 plasma || 500/4,000 || 5/40 || 500 || AP, direct fire (AOE 30ft, space 2), fixed, plasma, powered
 
|-
 
| Partial cannon, heavy² || 700k || 6d10 x6 plasma || 500/4,000 || 5/40 || 1.5k || AP, direct fire (AOE 40ft, space 3), fixed, plasma, powered
 
|-
 
| Ion cannon || 50k || 3d10 || 1,000/5,000 || 10/50 || 250 || Direct fire (AOE 10ft), fixed, lon DC20, powered
 
|-
 
| Ion cannon, heavy² || 100k || 5d10 || 1,000/5,000 || 10/50 || 600 || Direct fire (AOE 20ft, space 1), fixed 2, ion DC25, powered
 
|-
 
| Tractor beam || 75k || restrain || 1,000/5,000 || 10/50 || 500 || Fixed 2, powered
 
|-
 
| Water cannon || 20k || 2d8 bludgeoning || 120ftx10ft line || -- || 500 || Fixed, knockedown, reload (500gallons/10 shots)
 
|-
 
|}
 
</font size>
 
¹ - ''suffer disadvantage on attacks against moving targets Gargantuan size or smaller (or advantage on save vs. AOE) and such targets also have the effect of ½ cover in addition to Resistance to any non-direct hit damage.''</br>
 
² - ''suffer disadvantage on attacks against moving targets Colossal size or smaller (or advantage on save vs. AOE). Gargantuan and smaller also have ¾ cover in addition to Resistance to any non-direct hit damage.''
 
 
 
==== Vehicle Creation ====
 
==== Vehicle Creation ====
{| class="wikitable"
 
| '''SIZE''' || '''MODS''' || '''COST''' || '''CREW''' || '''CARGO''' || '''MAN''' || '''SPEED''' || '''AC'''
 
|-
 
| Medium || 0 || 2,000 || 2 || 40 || +0 || 50ft || 11 +Dex/Int bonus
 
|-
 
| Large || 1 || 4,000 || 5 || 200 || -1 || 40ft || 11 +Dex/Int bonis
 
|-
 
| Huge || 2 || 10,000 || 10 || 1,000 || -2 || 40ft || 12 +Dex/Int bonus (max +2)
 
|-
 
| Gargantuan || 4 || 25,000 || 20 || 4,000 || -4 || 30ft || 12 +Dex/Int bonus (max +2)
 
|-
 
| Colossal || 6 || 75,000 || 40 || 12,000 || -6 || 25ft || 12
 
|-
 
| Behemoth || 8 || 200k || 80 || 50,000 || -8 || 20ft || 13
 
|-
 
| Titan || 10 || 500k || 200 || 200k || -10 || 20ft || 13
 
|-
 
| Leviathan || 12 || 900k || 500 || 500tons || -12 || 15ft || 14
 
|-
 
| Dreadnaught || 15 || 1.5M || 1K || 5,000tons || -15 || 15ft || 14
 
|-
 
|}
 
{| class="wikitable"
 
| '''SIZE''' || '''POWERCELL''' || '''ENERGY''' || '''HD''' || '''HP''' || '''SAVE''' || '''THRES''' || '''HARD''' || '''STR'''
 
|-
 
| Medium || 24hrs with 1F || none || 3 || 30 || -2 || 18 || 2 || 16 (+3)
 
|-
 
| Large || 12hrs with 1F || none || 6 || 60 || -1 || 26 || 2 || 22 (+6)
 
|-
 
| Huge || 10hrs with 1G || none || 9 || 90 || +0 || 35 || 3 || 30 (+10)
 
|-
 
| Gargantuan || 8hrs with 2G || 5 || 12 || 120 || +1 || 45 || 3 || 40 (+15)
 
|-
 
| Colossal || 8hrs with 2H || 20 (5) || 16 || 160 || +2 || 55 || 4 || 50 (+20)
 
|-
 
| Behemoth || 8hrs with 4H || 50 (10) || 20 || 200 || +4 || 70 || 5 || 70 (+30)
 
|-
 
| Titan || 8hrs with 8H || 100 (20) || 25 || 250 || +6 || 90 || 6 || 90 (+40)
 
|-
 
| Leviathan || none || 150 (30) || 35 || 350 || +8 || 110 || 8 || 110 (+50)
 
|-
 
| Dreadnaught || none || 250 (50) || 50 || 500 || +10 || 130 || 12 || 130 (+60)
 
|-
 
|}
 
'''Size''': How big the vehicle is.</br>
 
'''Mods''': basic size mod used for upgrades but also for some stats (like Grab) and some upgrades.</br>
 
'''Cost''': the basic cost in credits, the number in parentheses is the cost for powercells power source. Note that gas engines are considered Analog and unaffected by anti-magic and dispel.</br>
 
'''Crew''': basic number of passengers and crew that a vehicle can hold.</br>
 
'''Cargo''': the standard amount of cargo a vehicle can transport.</br>
 
'''Maneuver''': vehicle’s Dexterity mod minus this modifier. Attack Modifier is listed in parentheses and only applies to weapons mounted on the vehicle and fired through advanced assistance (A.I.). This is based on the Vehicles Intelligence minus the vehicle’s maneuver modifier.</br>
 
'''Speed''': The base speed in feet. The maximum MPH in parentheses in vehicles.</br>
 
'''Powercell''': How many and the type of powercell are used to power the vehcile.</br>
 
'''Energy''': Spacecraft require enhanced super-efficient powercells along with a refined liquid-mithal fuel. These systems are only added to spacecraft. The number in parentheses is how much energy a StarCaster uses for each teleportation (no matter the distance).</br>
 
'''AC''' (Armor Class): The basic armor class of the vehicle.</br>
 
'''HD''' (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.</br>
 
'''HP''' (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells.</br>
 
'''Saves''': The vehicles base save verse Ion and Pincher EMP attacks. Only required for powered vehicles (things like horse carts and hang gliders don't have these saves)</br>
 
'''Thres''' (Damage Threshold): 10 + Strength modifier + bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).</br>
 
'''Hardness''': Reduce all damage dealt by this amount, after resistance is applied.</br>
 
'''Strength''': the minimum Strength for a vehicle of that size. Dexterity is a base 10 unless upgraded.</br>
 
 
Other Characteristics of Vehicles</br>
 
'''Cover''': the cover bonus to all crew and passengers. Full means enclosed within the vehicle, partial lists the bonus while exposed means no cover.</br>
 
'''Other Abilities''': basic ability scores of vehicles including Dexterity, Intelligence and Wisdom. Vehicles Dexterity is base 10. Intelligence and Wisdom must be added with A.I. upgrade.</br>
 
'''Proficiency''': These are any skills that the vehicle’s A.I. can perform as directed by the owner/ operator. A vehicle A.I. can perform all tasks at the same time.</br>
 
 
'''Propulsion Type'''</br>
 
'''Aerocraft, Jet''': Four time base cost and triple base Speed. MPH is four times feet Speed. Min size Huge; Max size Titan. Minus one Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add stall speed of base speed x2. Runway required of 2,000 feet. Double the powercells required.</br>
 
*'''''Afterburners''''' engine cost five times base cost and quadruple base Speed. MPH is four times feet Speed. Increase the powercells required by one step and +1 additional powercell.</br>
 
*'''''Turbo-Sonic engine''''' cost six times base cost and changes MPH to ten times base feet Speed and increase runway requirement to 4,000 feet. Also increase the powercells by one step and double number required.</br>
 
*'''''VTOL Jet craft''''' cost base cost times five and triple base Speed. MPH is three times feet Speed. Can hove, no minimum speed or runway. Increase the powercells required by one step and +1 additional powercell. Minus 1 from AC but increase the AC bonus by one step (auto 1 level of Advanced Controls upgrade).</br>
 
'''''Aerocraft, Rotor''''': Triples base cost and double Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Can hover, no minimum speed or runway. Double the powercells required. Minus 1 from AC but increase the AC bonus by one step (as if automatically 1 level of Advanced Controls upgrade).</br>
 
*'''''Tilt-Wing Rotor''''' upgrade increase cost to Four times base cost (instead of times 3) and increases MPH to triple base feet Speed. Double powercells.</br>
 
'''Aerocraft, Propeller''': Double base cost and base Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add Stall Speed of ½ base Speed. Runway required of 800 feet. Double the powercells required.</br>
 
'''Anti-Grav''': Five time base cost and four time base Speed. MPH is three times feet Speed. Minus one from HD/HP and Hardness. Can hover, no minimum speed or runway. Double the powercells required. Unless sealed safety features limit altitude to 500ft.</br>
 
'''Hover''': Double the base cost but Speed remains unchanged. MPH are 150% feet Speed. Max size Colossal. Can hover, no minimum speed. Ignores difficult terrain and obstacles under 6ft in height. Can ‘fly’ over water at base speed. </br>
 
'''Spacecraft''': Ten times the base cost and double base Speed. MPH is ten times speed but add Space scale speed is 1 for every 10 full feet of base speed movement. Requires Energy cells (factored into cost). Increase their HD and Hit Points by +50% (round up) and triple base Hardness.</br>
 
'''Tracked''': Double the base cost and lower base speed by 5ft. MPH are double feet Speed. Add two to AC, HD and Hardness, but lower the AC bonus to base (no dex/int mod). Add +5 to base Threshold. Ignores most difficult terrain and obstacles. Add +4 to all Maneuver rolls (not attack). Double the powercells required.</br>
 
'''Walker''': Four times base cost and increase Speed by +10ft. MPH are double feet Speed. Add +2 to Maneuver rolls (not attack) for 2-legged, +3 for 4-legged and +4 for 6 or more legs. Increase the powercells required by one step.</br>
 
Watercraft: Halve base cost for normal Speed. MPH are Speed in feet. Can only operate on water. Operational duration is doubled.</br>
 
Wheeled: all features as listed under basic vehicle builds. MPH are double feet Speed. For a Turbo-Charged engine, cost is the base vehicle size cost again. Increase Speed by +40ft (and +80MPH) but all operation checks and maneuvers are at disadvantage. Half the base duration of the powercell's battery life.</br>
 
Unpowered: ¼ base cost. Analog. No power. Speed is dependent on type of vehicle, how it is powered, etc. GM’s call.</br>
 
 
UPGRADES</br>
 
'''Advanced Controls''' (cannot be added to Tracked or Watercraft vehicles): Cost is the base vehicle cost, including propulsion type modifier to cost. Increase the basic AC bonus by one step (AC only to AC +Dex/Int, max +2 or AC +Dex/Int, max +2 to AC +Dex/Int). Can be taken twice by those vehicles that start with AC but the price for the four times as much.</br>
 
'''Advanced Crash systems''': Can be added to any vehicle for ¼ its base cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Ground vehicles, with crash system engaged, passengers take ¼ damage from the crash. Aerocraft and Spacecraft, with the crash system engaged, passengers take ½ damage from crash.</br>
 
'''AMCM''': Cost ¼ base vehicle cost, including propulsion modifiers to cost. Anti-Missile Counter Measures are integrated jammers and decoys. The ship imposes disadvantage on Computer Use check to gain missile locks and gains advantage against the tractor beam Grapple check.</br>
 
'''Armor Upgrade''': Cost is the base vehicle cost, for a +1 AC and Hardness (half this cost for Tracked vehicles and Starships). Maximum of 6 times, for same cost and benefit, except Aerocraft which can only take this upgrade twice.</br>
 
'''Artificial Intelligence''' (A.I.): Cost 1,000 credits times vehicle Mods, minimum 1. A basic A.I. can run passive systems (scanners, open doors, regulate interior temperature). For full A.I. can operate active systems – takeoff, landing, and flying, fire all weapons, to opening and closing hatches. Has a Proficiency bonus of +2 and Intelligence 12 and Wisdom 10. To increase the proficiency bonus to +3 costs 10,000 credits. Proficiency bonus of +4 (max) costs an additional +25,000 credits (must still pay the+3 cost). Either Intelligence or Wisdom can be increased separately at a cost 500 times the vehicles Mods per +2 max score 30.</br>
 
'''Atmospheric''' (Spacecraft only): Cost base vehicle cost x5. This allows a starship to enter and leave a planetary atmospheres. Includes heat shielding and additional work to handle the stress and strain of entry. All starships with this modification include vertical takeoff and landing (VTOL) capacities.</br>
 
'''Attribute Boost''': Increase the vehicle’s Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (max 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can increase to 48).</br>
 
'''Automation''' (Requires an A.I.): Cost is ½ the base vehicle cost, including propulsion modifiers to cost. This vehicle can drive itself and preform any normal vehicle function or actions (see A.I. Vehicle Actions). Counts as the operator, crew and/or gunner. Hover and Wheeled Bikes type vehicles must also have the Gyrostabilization upgrade.</br>
 
'''Bomb Bay''' (Minimum size Huge or larger and only Aerocraft or Spacecraft vehicles): Cost 5,000 credits each. Each bomb bay may drop one bomb a round. All use the same attack roll (see Vehicle Combat). Require 150% the bomb’s weight in storage (cargo) space for each bomb carried.</br>
 
'''Cargo''': increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to the vehicles Mods number of times.</br>
 
'''Electromagnetic Shielding''': Cost ½ vehicle cost, including propulsion modifiers to cost. Each level adds +2 to a vehicle’s save against EMP, Ion and Pincher affects.</br>
 
'''Enhanced Powercells''': Cost base vehicle cost, including propulsion modifiers to cost. Increases the battery duration of a vehicle by +2 hours but also ads +½hr to recharge. Can be taken up to the vehicles Mods times.</br>
 
'''Environmentally Sealed''' (Atmosphere vehicles only): Costs 500 credits per passengers. Sealed vs. hostile environments.</br>
 
Extra Batteries (Powercell only): Cost double base vehicle cost, including propulsion modifiers to cost. Doubles the basic battery number the vehicles has and operating duration is also doubles along with recharge time.</br>
 
'''FTL StarCaster''' (Starships only): Minimum size of ship Colossal. Cost base vehicle cost x10. Includes both the StarCaster engine and astrogation computer plotting systems requirements.</br>
 
'''Fuel Pods''' (Starship only): Cost base vehicle cost for each ‘pod’. Each pod increases energy capacity by +20%. Can be take up to the vehicle’s Mod times.</br>
 
'''Fine/Luxury-Class Features''': Costs the same price as the basic vehicle cost. The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Can be taken twice as Luxury features. Passenger fees can be increased over 100% standard rates for each level.</br>
 
'''Hardened Frame''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count the vehicle propulsion for this cost). Each level adds +5 to the vehicle’s Damage Threshold. Can be taken a number of times equal to the vehicle’s Mod.</br>
 
'''Hardening''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count these increase for this cost). Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Can be taken vehicle Mod times, except by Aerocraft which can take it a maximum of 3 times (if Mods are higher).</br>
 
'''Hauler''' (Atmospheric vehicles only): Costs ¼ the basic vehicle cost, including propulsion modifiers to cost. The vehicle has some external cargo capacity not included within the vehicle. For example a trailer for a ground vehicle or sling for a helicopter or anti-grav craft. Most vehicles can haul ten times the base vehicles Cargo load. Rotorcraft are the only type of Aerocraft that can have this upgrade and halve the weight (i.e. x5). Watercraft increased this cargo weight by four times.</br>
 
'''Inferior Controls''': Cost reduction -20% off the base vehicle cost, including propulsion, each level. Reduces AC bonuses by one step (AC +Dex/Int is reduced to AC + Dex/Int (max +2) and the vehicle’s Maneuver by -2 each level. Can be taken twice down to AC for smaller vehicles.</br>
 
'''Ion Hardening''': Cost is base vehicle cost, including propulsion modifier. Advantage again Ion and Pincher saving throws and don’t double damage to impose affects.</br>
 
'''Ion Vulnerability''': Reduces cost -20% off base vehicle cost, including propulsion modifiers. Vehicle suffers double damage against Ion and Pincher damage (don’t double again to impose affects).</br>
 
'''Garage/Hanger''' (Titan or larger only): Cost 100,000 credits. A hangar (or garage) can carry up twenty-four Medium, twelve Large, six Huge or three Gargantuan sized vehicles.
 
Garage/Hanger (Colossal or larger only): Cost 25,000 credits. A small hanger (or garage) that can carry up to five Medium, four Large or one Huge sized vehicle.</br>
 
'''Gyrostabilization''' (Atmsphere vehicles only): Cost is base vehicle cost, including propulsion modifiers to cost. Adds +4 to Maneuver and allows for self-driving/automation checks for bikes and hovercraft.</br>
 
'''Life Support''' (Non-Spacecraft. Requires Environmentally Sealed): Cost ½ base vehicle cost. For vacuum environments. Requires a separate B powercell per passenger for 18 hours of air, each. A separate C powercell will instead provide the same air for 4 passengers, while a D powercell will provide the same air for 20 passengers.</br>
 
'''Mercantile''' (Minimum size Behemoth or larger): Cost 80,000 credits each. Each generates vehicle’s Mods x 1d4K credits a month for the ship. Each has roughly 300 square feet of space. Each addition add unit roughly 150 square feet and +1d4K revenue a month. Most be open to public, etc.</br>
 
'''Missile Launcher''': Cost 5,000 credits each. Allows up to four Light or two Medium or one Heavy missiles to be fired at once each round. Requires twice the storage (cargo) space equal to the weight of each missile carried.</br>
 
'''Passenger Compartment''': Costs is ½ the base vehicle cost, including propulsion modifiers to cost. +50% the base Crew number as passengers. Can be taken a number of times equal to vehicle mod.</br>
 
'''Off-Road''' (Wheeled vehicles only; Tracked vehicles already include this mod automtically): Cost is base vehicle cost. This allows a vehicle to ignore off-road and difficult terrain penalties. If taken a second time at base vehicle cost, add Resistance against maneuver damage for the same cost again.</br>
 
'''Ram''': Cost is base vehicle cost. The vessels has a reinforced port and superstructure allowing it to ram other vehicle without destroying itself (at least in theory). It has resistance on any ramming damage that it would suffer when it rams another vessel (but not when rammed by another).</br>
 
'''Reinforced Chassis''': Cost is ½ the base vehicle cost, including propulsion modifiers to cost, for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic HD level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). When adding to tracked and space vehicles instead add +2 HD and +20 Hit Points for each level.</br>
 
'''Sensor Suites, Basic''' (Spacecraft only and all require at least this level). Cost 50,000 credits. Requires Intelligence (Computer Use) to operate properly. Include light, chemical, motion and other active sensors allow detection of target up to 100 AU away with a DC20 Computer Use skill check. Within 5 AU (optimal) this drops to DC15. Illumination and cover are ignored. Targets don’t have to be in line of sight but asteroids, small moons or powerful energy fields may cause inaccurate or false readings, counting as obscure to hide, etc.</br>
 
'''Sensor Suits, Advanced''': Cost 500,000 credits. As basic sensor suite but superior tech extends detection of maximum range to 500 AU (base DC20). Within 25 AU it drops to DC15. All other factors as Basic Sensor Suite.</br>
 
'''Sensor Systems''' (Atmospheric only): Variable cost. Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Radar (Blindsense aerial 10 miles, however not for attacks) for 4,000 credits, Combat Radar (Blindsense 500ft base, 10 mile extended) for 8,000 credits. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Auspex Hand Scanner, but range is five miles (+5DC for every additional mile) 5,000 credits. Ether-Scope Screen (Darkvision 1,000ft base) 2,000 credits.</br>
 
'''Shields''': Cost is ½ the base vehicle cost, including the propulsion types increases, per level. Acting like Temporary Hit Points and a Threshold, the amount of damage that it will stop from each attack. Active shields also detonate missiles and torpedoes before they strike, giving the ship Resistance to these attacks (and canceling any AP affect). Level I rating 5/50 (threshold/temporary hit points); Level II rating 10/100, requires a minimum vehicle size of Huge; Level III grants 20/200 requires minimum size of Gargantuan. Level IV grants 30/300 and requires minimum size of Colossal; Level V grants 40/400 and requires a minimum size of Behemoth. Enhanced Shields increase cost by 25% and increase the total temporary HP by +50% (i.e. 100 becomes 150, etc.). This enhancement can be taken twice for same cost each time.</br>
 
'''Speed''': Cost is ¼ the base vehicle cost, including the propulsion types increases, per level. Each level adds +5ft to the base speed times the propulsion types. Max levels double base speed.</br>
 
'''Speed Reduction''': Cost reduction -5% off the base vehicle cost. Each time this is taken, reduce base speed by -5ft (then calculate vehicle speed by propulsion). Minimum speed of 10ft.</br>
 
'''Stealth System''': Cost is the base vehicle cost, including propulsion modifiers to cost. Radar absorbing paint, heat baffles, scramblers and other tech make this ship difficult to detect. Those trying to located, attack, lock-on, etc. are at a disadvantage against this ship. The effect is negated any round in which the ship fires a weapon or emits some other non-cloak signal such as radio signals or active sensor searches. The vehicle can also attempt to Hide without cover but at a basic check. Cover gain advantage on check. Use operator’s Intelligence modifier instead of Dexterity.</br>
 
'''Submersible''' (Watercraft only): Cost is double the base vehicle cost, including propulsion modifiers to cost. Base Watercraft feature to the vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Powercell battery life includes basic life support features. </br>
 
'''Superstructure''' (Leviathan sized vehicles or larger only): Cost 500,000 credits each. Superstructures are massive extensions that add a great amount of space to a ships. Typically to accommodate more passengers or cargo. Each superstructure uses +1 more Energy per day and reduces HD/HP base by -1d/-10HP x the vehicles Mods as they reduces the overall structural integrity.
 
*'''''Bulk Cargo''''': These massive hulls that can handle 800,000 cubic feet of cargo (20,000 tons or 5,000 tons if the ship enters is to enter the atmosphere). Halve cost if the area is not sealed verses vacuum/environment but then it cannot enter an atmosphere.
 
*'''''Factory''''': These units can process raw material into manufactured goods. Adds 100 crew. Each factory requires one shuttle to take in raw goods. Each factory can generate 2d6 x 5,000 credits in goods, supplies, etc. a week in an average mineral rich environment (asteroid field, etc.).
 
*'''''Hanger''''': Large dedicated flight bay that holds up to 20 gargantuan sized vehicles or 10 colossal sized one. Includes additional fuel storage, maintenance bays, training and briefing rooms and ads 50 additional crew members (not counting flight crew).
 
*'''''Passenger, Civilian''''': Accommodations for long-term comfortable travel, includes hydroponic gardens, theaters, gyms, malls, restaurants, shopping and logging for 700 passengers and 50 additional crew. Generates 2d4 x 5,000 credits each month in revenue.
 
*'''''Passenger, Military''''': Spartan barracks, training facilities, armories, and a few multi-purpose recreations areas for 500 troopers and 50 additional crew (cooks, techs, etc.)
 
'''Teleporter''' (Minimum size Colossal): Cost 500,000 credits each. Teleporters can transport up to six Medium size creatures at a time, or 1,000lbs of cargo up to 100 miles distance, or up to 1,000 miles if linked with a transmitter beacon at the destination.</br>
 
'''Torpedo Tubes''' (Starships only): Cost 10,000 credits each. Each tube allows one torpedo to be fired a round. Requires twice each torpedo’s weight of in storage (cargo) space.</br>
 
'''Tractor Beams''': Cost ¼ base vehicle cost, including propulsion modifiers to cost, each. Tractor beams are designed to hold enemy vessel in place and to pull them to the attacker. Vehicles can only affect vessels of similar size or smaller Size. Their range is 500/5,000 (10/50 in space). This works just like a Grapple check adding a reverse of the vehicle’s size modifier plus its Strength bonus. If the attacker wins, the target ship is Restrained. The attack can also move the target towards itself up to 1 space a round (1,000 feet).</br>
 
'''Workspace''' (Minimum sized Colossal): Cost 5,000 credits each. The vehicle has a scientific laboratory, a small medical bay (up to 2 people), a machine room, etc. The properties of these stations vary but most grants advantage with a limited set of skills.</br>
 
'''Weapon Mount''': Cost for fixed Heavy Weapon mounts cost 1,000 credits each. Super-heavy mount (minimum size Large vehicle) cost 2,000 credits each. Weapons with Super-Heavy Fixed weapon properties (minimum size Huge vehicle) cost 4,000 credits each. Fixed 2 weapon properties (minimum size Gargantuan vehicle) cost 8,000 credits each. Fixed 3 weapon properties (minimum size Behemoth vehicle) cost 12,000 credits each. Fixed 4 weapon properties (minimum size Leviathan vehicle) cost 20,000 credits each. Turrets triple these prices.</br>
 
''Note – duel linked weapons add an additional +1d to the weapon dice total (3d8 becomes 4d8) while quad linked weapons add an additional +2d to the weapon dice total''.</br>
 
 
 
==== Golem Creation ====
 
==== Golem Creation ====
All golems basic constructs automatically have Basic Artificial Intelligence (A.I.) and Automation (as Vehicles) are included in price. They have the following attribute bases Intelligence 8, Wisdom 10, Charisma 6; Proficiency bonus +2; Proficiency with Intelligence saves, Proficiency with Computer Use skill. Its unarmed damage is bludgeoning.</br>
 
See vehicles for Propulsion types. Same cost and effects, except ignore minimum sizes and minimum mods of 1 for all upgrades. </br>
 
Available Vehicle upgrades – Electromagnetic Shielding, Enhanced Batteries, Extra Batteries, Hardened Frame, Reinforced Chassis, Speed and Stealth System.
 
<font size=1>
 
{| class="wikitable"
 
| '''SIZE''' || '''COST''' || '''STR/DEX''' || '''SAVE''' || '''BONUS''' || '''SPEED''' || '''AC''' || '''HARD''' || '''HD''' || '''HP''' || '''POWERCELL''' || '''UNARMED'''
 
|-
 
| Tiny || 1,600 || 6/14 || Dexterity || -4 || 30ft || 10 || 0 || 1 || 10 || 2C/72hrs || 1d3
 
|-
 
| Small || 2,200 || 8/12 ||  Dexterity || -2 || 25ft || 11 || 1 || 2 || 20 || D/72hrs || 1d4
 
|-
 
| Medium || 4,000 || 12/10 || Dexterity || -1 || 30ft || 12 || 2 || 4|| 40 || D/48hrs || 1d6
 
|-
 
| Large || 8.400 || 18/10 || Strength || +0 || 25ft || 13 || 4 || 6 || 60 || E/48hrs || 2d6
 
|-
 
| Huge || 17,000 || 24/10 || Strength || +1 || 25ft || 14 || 6 || 10 || 100 || 2E/48hrs || 3d8
 
|-
 
| Gargantuan || 40,000 || 30/10 || Strength || +2 || 20ft || 14 || 10 || 16 || 160 || 2F/48hrs || 4d10
 
|-
 
| Colossal || 100k || 40/10 || Strength || +4 || 20ft || 15 || 15 || 22 || 220 || 4F/48hrs || 5d12
 
|-
 
|}
 
</font size>
 
GOLEM UPGRADES</br>
 
'''Android''': Cost 5,000 credits +¼ the base golem cost. Looks and feel organic, DC15 Wisdom (Insight) check to realize its’ not. Attractive upgrade costs 10,000 credits +½ base cost instead.</br>
 
'''Armor Upgrade''': Cost is the base vehicle cost, for a +1 AC and Hardness. Three levels counts as Medium armor (disadvantage to stealth and max Dex bonus of +2) while four to six levels counts as Heavy armor (disadvantage on stealth and no Dexterity modifier).</br>
 
Attribute Boost: As vehicles. Strength max is double base, Dexterity max is 24 and Intelligence, Wisdom and Charisma maximum are 20. Charisma costs the same as Wisdom (paid separately).
 
'''Built-In Tools or Weapon''': any tool kit or weapon, double the cost and base weight.</br>
 
'''Combat Tracking Software''': Cost base golem cost. Grants +1 to its ranged attack rolls. Can be taken a second time +2 with ranged attacks. Second upgrade cost triple base cost that is paid separately.</br>
 
'''Expertise''' (with any skill that the golem is proficient with): Cost 2,000 credits each.</br>
 
'''Golem Control''': Costs ½ base golem cost. Adds remote golem (drone) control rigging (see Gear).</br>
 
'''Magnetic Pads''': Cost base golem cost. Base Climb speed on metal surfaces, semi-size dependent.</br>
 
'''Proficiency''': Cost base golem cost for a mental Skill (Int, Wis, Cha). Cost 150% base golem cost for a physical Skill (Str, Dex).</br>
 
'''Resilient''': Add proficiency bonus to an additional Attribute save. For Strength or Dexterity cost base golem cost, for Intelligence, Wisdom or Charisma costs ½ base golem cost.</br>
 
'''Sensors''': as any hand sensor built in, double the cost and base weight.</br>
 
'''Software Upgrade''': increase proficiency bonus to +3 costs double base golem cost; to +4 costs triple base golem cost; to +5 cost five time base golem cost and for +6 costs ten times base golem cost. NOTE that each level must be paid for separately.</br>
 
'''Target Acquisition''': Costs 1,000. Update targeting system re-rolls any 1s or 2s that it rolls on ranged attack damage. It must accept the result of these rerolls.</br>
 
'''Target Scanner''': Cost 5,000 credits. Update targeting system now scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target).</br>
 
'''Wall Walker''': Cost base golem cost. Requires Walker propulsion. Maximum size Medium.</br>
 
Weapon Mount: pistol sized 500 credits, rifle sized 1,000 credits, heavy weapon 2,000 credits. Super heavy and Super Heavy fixed as vehicle (including minimum size).</br>
 
'''Weapon Proficiency''': Simple weapons 500 credits, Martial weapons 750 credits each, Pistols or Rifles 1,000 credits each, and Heavy weapons 1,500 credits.</br>
 
'''Void Sealed''': Cost 500 x ¼ base cost. Can operate without problems in a vacuum. Ignores all but Extreme radiation which it is resistance to the damage and advantage on the save.</br>
 

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