TEXT: The Traveller’s Guidebook for Players
  Martin Dougherty and Hunter Gordon
  
  
  CREDITS
  AUTHOR
  	
  Martin	Dougherty
  COnCEpT AnD RUlES DESIgn
  	
  Hunter	Gordon
  EDITIng
  	
  Loren	K.	Wiseman
  lEAD plAyTESTERS
  	
  Ewan	Quibell
  	
  Jason	‘Flynn’	Kemp	and	Friends
  ERROR TRAppIng
  	
  William	‘CommanderX’	Prankard
  	
  Michael	Wightman
  ADDITIOnAl InpUT
  	
  Michael	Wightman
  	
  Shane	McLean
  	
  Various	Citizens	of	the	Imperium
  lAyOUT DESIgn
  	
  Hunter	Gordon
  COVER ARTWORK
  	
  Bryan	Gibson
  InTERIOR ARTWORK
  	
  Bryan	Gibson,	Steve	Bryant,	Chad	Fidler,	Paul	Daly,	Jason	
  Millet,	and	Allen	Nunis
  DEDICATIOn
  	
  To	those	who	came	before.	Without	them	there	would	be	no	
  Traveller	and	our	lives	might	be	very	different.
  Copyright	 ©2007	 QuikLink	 Interactive,	 Inc.	All	 rights	 reserved.	
  Traveller	is	a	registered	trademark	of	Far	Future	Enterprises	and	
  is	used	under	license.
  Reproduction	of	this	work	in	any	form	without	permission	from	
  QuikLink,	 except	 as	 permitted	 by	 the	 Open	 Game	 License	 or	
  where	 permission	 to	 photocopy	 is	 clearly	 stated,	 is	 expressly	
  forbidden.	
  Portions	of	this	work	are	released	under	the	Open	Game	License	
  (OGL),	a	copy	of	which	is	available	at	the	rear	of	this	book,	along	
  with	 the	 designation	 of	 all	 Open	 Game	 Content	 and	 Product	
  Identity specified for this body of work.
  FOREWORD
  	
  I	was	taken	rather	by	surprise	when	Hunter	asked	me	to	write	
  the	foreword	for	this	book.	He	told	me	that	my	status	as	one	of	the	few	
  writers	who	has	been	published	in	every	version	of	Traveller	gave	me	
  a	special	cachet.	If	that	is	so,	it	makes	me	especially	fortunate,	since	
  I	have	enjoyed	every	minute	that	I	have	worked	with	Traveller	over	
  the	years,	in	every	incarnation.	The	present	version,	in	a	way,	has	
  come	full	circle.	Just	under	thirty	years	ago,	we	at	GDW	–	Marc	Miller,	
  Frank	Chadwick,	Rich	Banner,	John	Harshman	and	I	–	discovered	a	
  new	form	of	game.	This	was	a	“roleplaying	game”	called	Dungeons	&	
  Dragons,	and	came	in	the	form	of	three	small	booklets	in	a	cardboard	
  box,	covered	with	wood-grain	paper	and	with	a	label	pasted	on	the	lid	
  and	back.	We	found	the	basic	notion	interesting,	and	soon	produced	
  a	game	of	our	own	(En	Garde),	inspired	by,	but	radically	different	
  from,	D&D.		In	late	976,	Marc	came	to	the	rest	of	us	with	an	idea	for	
  a science fiction roleplaying game, and a few months later, Traveller 
  appeared.	At	that	time,	27	years	ago,	none	of	us	imagined	that	the	
  game	would	still	be	in	existence.	The	notion	that	a	version	of	it	would	
  be	 played	 using	 a	 descendant	 of	 the	 D&D	 rule	 mechanics	 would	
  have	struck	us	as	decidedly	unlikely.	Nevertheless,	this	is	precisely	
  what	has	happened.	It	indicates	something	that	I	have	long	believed:	
  Traveller	is	more	than	a	set	of	rules.	
  	
  So,	 I	 asked	 myself,	 what	 is	 it	 that	 has	 made	 Traveller	 so	
  popular,	 even	 with	 players	 who	 weren’t	 born	 when	 the	 game	 was	
  first published? I think the game has an approach that many find 
  attractive:	the	future	is	good.	This	is	something	that	got	to	be	pretty	
  rare for a while. For many years, science fiction stories reveled in 
  the	glories	of	the	future,	and	the	wonders	that	advances	in	science	
  and	technology	would	bring.	Granted,	writers	set	stories	in	a	future	
  where	 bad	 things	 happened	 –	 wars	 and	 other	 catastrophes	 were	
  common,	but	the	endings	were	always	upbeat,	and	knowledge	always	
  triumphed	–	even	though	it	might	take	some	time.	After	WWII,	the	
  Cold	War	era	made	the	threat	of	nuclear	destruction	of	civilization	all	
  too	real	for	my	generation,	and	it	seemed	there	would	be	no	heroes	
  to pull things back from the edge of the abyss. Science fiction stories 
  became	gloomy,	moody	warnings	about	a	future	where	science	and	
  technology	had	turned	evil,	and	the	future	seemed	to	have	gone	sour.	
  Roleplaying games of the late 1980s and early 1990s reflected this. 
  The	background	of	one	extremely	popular	gaming	future	was	based	
  on the fact that the universe must sacrifice millions of souls regularly 
  in	order	to	preserve	its	existence,	and	the	players	were	soldiers	of	a	
  vast	interstellar	empire	tasked	with	defending	the	god-emperor	as	he	
  performed his sacrificial duties. What were these soldiers defending 
  against? The forces who wanted the universe to end. Frankly, as I 
  read	 the	 background	 to	 this	 game	 (which	 was	 clearly	 intended	 to	
  provide	scenarios	for	endless	battles	against	a	faceless	enemy),	the	
  more	 I	 found	 myself	 sympathizing	 with	 the	 “forces	 of	 destruction.”	
  When	the	universe	is	this	soulless,	it’s	time	to	put	an	end	to	it.	
  	
  Traveller,	 on	 the	 other	 hand,	 was	 and	 is	 different.	 The	 game	
  universe	of	Traveller	is	optimistic	about	the	world	to	come.	Like	the	
  best writers of science fiction, Traveller shows us that the future 
  is	a	place	we	would	want	to	live	in,	a	place	where	space	travel	is	
  commonplace,	 a	 place	 where	 science	 and	 advanced	 technology	
  generally benefits Humanity. Knowledge is good. The future is not 
  a	 bent,	 twisted	 dystopia.	 Life	 in	 the	 future	 is	 worth	 living	 and	 the	
  universe	is	a	wonderous	place.
  	
  This	 book,	 and	 T20	 (Traveller	 D20)	 in	 general,	 continue	 in	
  that	long	tradition.	The	game	universe	has	it’s	dark	portions,	to	be	
  sure, but overall, the future as represented by the OTU (the official 
  Traveller	Universe)	continues	to	be	an	exciting,	optimistic	setting.	I’m	
  pleased	and	honored	to	be	associated	with	this,	the	latest	version	of	
  Traveller.
  –	Loren	K.	Wiseman
  THE TRAVEllER’S gUIDEBOOK
  for players
  
  2
  CREDITS
  TABlE OF COnTEnTS
  INTRODUCTION	.......................................................................4
  	
  Roleplaying	Games	............................................................4
  	
  	
  Traveller	......................................................................4
  	
  	
  The	Referee	................................................................4
  	
  	
  Player	Characters	.......................................................4
  	
  	
  Adventures	..................................................................4
  	
  	
  Campaigns	..................................................................4
  	
  What	You	Need	To	Play	......................................................4
  	
  Dice	....................................................................................4
  	
  	
  Rounding	Fractions	.....................................................4
  	
  	
  Multiplying	...................................................................5
  	
  The	Core	Mechanic	............................................................5
   
   
  Difficulty Classes	.........................................................5
  	
  	
  Degree	Of	Success	.....................................................5
  	
  	
  Opposed	Checks.........................................................5
  	
  	
  Retrying	.......................................................................5
  	
  	
  Favorable	And	Unfavorable	Conditions.......................5
  	
  	
  Time	And	Checks	........................................................5
  	
  	
  Combining	Checks	......................................................6
   
  Specific Checks	..................................................................6
  	
  	
  Attack	Rolls	.................................................................6
  	
  	
  Saving	Throws	............................................................6
  	
  	
  Skill	Checks	.................................................................6
  	
  	
  Ability	Checks..............................................................6
  	
  Character	Creation	Steps	...................................................7
  	
  	
  .	Ability	Scores...........................................................7
  	
  	
  2.	Choose	Race	..........................................................7
  	
  	
  3.	Determine	Homeworld	............................................7
  	
  	
  4.	Character	Development		.........................................7
  	
  	
  5.	Final	Details	............................................................8
  CHAPTER 1: BASIC ATTRIBUTES	.........................................9
  	
  Abilities	...............................................................................9
  	
  Generating	Ability	Scores	.................................................
  	
  Ability	Modifiers	................................................................
  	
  Lifeblood	And	Stamina	.....................................................
  	
  Encumbrance	...................................................................2
  	
  Height	And	Weight	............................................................2
  CHAPTER 2: HUMAN AND ALIEN RACES	...........................4
  	
  Humaniti	...........................................................................4
  	
  	
  Major	Human	Subraces	............................................4
  	
  	
  Minor	Human	Subraces	............................................5
  	
  Vargr	.................................................................................6
  	
  Aslan	................................................................................7
  	
  Minor	Races	.....................................................................8
  	
  Ursa	..................................................................................9
  	
  Virushi	..............................................................................9
  CHAPTER 3: HOMEWORLDS	...............................................2
  	
  Determining	The	Homeworld	............................................2
   
  World Trade Classification	................................................2
  	
  World	Skills	.......................................................................22
  	
  World	Feats	......................................................................22
  CHAPTER 4: PRIOR HISTORY	..............................................24
  	
  Beginning	A	Term	.............................................................24
  	
  The	Educational	Path	.......................................................24
  	
  The	Employment	Path	......................................................25
  	
  Ending	A	Term	..................................................................26
  	
  Keeping	Notes	..................................................................26
  	
  The	Next	Step	..................................................................26
  	
  Educational	Options	.........................................................28
  	
  	
  University	..................................................................28
  	
  	
  Other	Institutions	.......................................................29
  	
  	
  	
  Coacc	Academy	.................................................30
  	
  	
  	
  Command	College	.............................................30
  	
  	
  	
  Flight	School	......................................................30
  	
  	
  	
  Medical	School...................................................3
  	
  	
  	
  Merchant	Academy	............................................3
  	
  	
  	
  Military	Academy	................................................3
  	
  	
  	
  Naval	Academy	..................................................32
  	
  	
  	
  Performing	Arts	Academy	..................................32
  	
  	
  	
  Psionics	Institute	................................................32
  	
  	
  	
  Reservist	Training	..............................................33
  	
  	
  	
  Sporting	Academy	..............................................33
  	
  	
  	
  Staff	College	......................................................34
  	
  	
  	
  Technical	College	...............................................34
  	
  Employment	Options	........................................................35
  	
  	
  Academic	..................................................................35
  	
  	
  Army	..........................................................................36
  	
  	
  Athlete	.......................................................................37
  	
  	
  Barbarian...................................................................38
  	
  	
  Belter	.........................................................................39
  	
  	
  Convict	......................................................................40
  	
  	
  Corsair	.......................................................................4
  	
  	
  Diplomat	....................................................................42
  	
  	
  Engineer	....................................................................43
  	
  	
  Entertainer.................................................................44
  	
  	
  Flyer	..........................................................................45
  	
  	
  Law	Enforcer	.............................................................46
  	
  	
  Marines	.....................................................................47
  	
  	
  Martial	Artist	..............................................................48
  	
  	
  Medic	.........................................................................49
  	
  	
  Mercenary	.................................................................50
  	
  	
  Merchants	.................................................................5
  	
  	
  Navy	..........................................................................52
  	
  	
  Noble	.........................................................................53
  	
  	
  Professional	..............................................................54
  	
  	
  Psionicist	...................................................................55
  	
  	
  Rogue........................................................................56
  	
  	
  Sailor	.........................................................................57
  	
  	
  Scouts	.......................................................................58
  	
  	
  Traveller	....................................................................59
  CHAPTER 5: CLASSES AND LEVELS	.................................60
  	
  Prior	History	And	Classes.................................................60
  	
  	
  Mustering	Out............................................................60
  	
  Multiple	Classes	...............................................................60
  	
  Taking	A	Class	Level	........................................................6
  	
  Class	Descriptions............................................................6
  	
  	
  Understanding	The	Entries	.......................................6
  	
  	
  Academic	..................................................................63
  	
  	
  Army	..........................................................................64
  	
  	
  Athlete	.......................................................................66
  	
  	
  Barbarian...................................................................67
  	
  	
  Belter	.........................................................................68
  	
  	
  Convict	......................................................................69
  	
  	
  Corsair	.......................................................................70
  	
  	
  Diplomat	....................................................................7
  	
  	
  Engineer	....................................................................72
  	
  	
  Entertainer.................................................................73
  	
  	
  Flyer	..........................................................................74
  
  3
  CREDITS
  	
  	
  Law	Enforcer	.............................................................75
  	
  	
  Marine	.......................................................................76
  	
  	
  Martial	Artist	..............................................................77
  	
  	
  Medic	.........................................................................78
  	
  	
  Mercenary	.................................................................79
  	
  	
  Merchants	.................................................................80
  	
  	
  Navy	..........................................................................8
  	
  	
  Noble	.........................................................................82
  	
  	
  Professional	..............................................................83
  	
  	
  Rogue........................................................................84
  	
  	
  Sailors	.......................................................................85
  	
  	
  Scouts	.......................................................................86
  	
  	
  Traveller	....................................................................87
  	
  	
  Ace	Pilot	....................................................................88
  	
  	
  Ancients	Hunter.........................................................89
  	
  	
  Big	Game	Hunter	......................................................90
  	
  	
  Psionicist	...................................................................9
  	
  	
  Tas	Field	Reporter	.....................................................93
  CHAPTER 6: SkILLS	.............................................................96
  	
  Skill	Basics	.......................................................................96
  	
  Using	Skills	.......................................................................96
  	
  Skill	Descriptions	............................................................03
  CHAPTER 7: FEATS	............................................................27
  	
  Feat	Descriptions	...........................................................27
  CHAPTER 8: EqUIPMENT	...................................................50
  	
  Money.............................................................................50
  	
  Equipment	......................................................................50
  	
  Prior	History	And	Mustering	Out	.....................................50
  	
  	
  Starting	Funds	.........................................................50
  	
  	
  Retirement	Pay	.......................................................50
   
   
  Additional Benefits	..................................................50
   
   
  What Next?	.............................................................5
  	
  Weapons	........................................................................5
  	
  	
  Weapon	Permits	......................................................5
  	
  	
  Weapon	Types	........................................................52
  	
  	
  Weapon	Descriptions	By	Tl	.....................................55
  	
  	
  Non-standard	Ammunition.......................................59
  	
  	
  Accessories	.............................................................60
  	
  	
  Missiles,	Grenades	And	Explosives	........................60
  	
  	
  Flame	Weapons	......................................................62
  	
  Armor	..............................................................................62
  	
  	
  Shields	....................................................................64
  	
  	
  Helms	And	Helmets.................................................64
  	
  Equipment	......................................................................65
  	
  	
  Equipment	Descriptions	..........................................65
  	
  	
  Drugs	And	Pharmaceuticals	....................................73
  CHAPTER 9: COMBAT	........................................................87
  	
  Combat	Basics	...............................................................87
  	
  	
  Time	Frame	.............................................................87
  	
  The	T20	Combat	System	...............................................87
  	
  	
  Mechanics	...............................................................87
  	
  Combat	Rules.................................................................90
  	
  	
  Resolving	Actions	....................................................9
  	
  Vehicle	And	Starship	Combat	.........................................202
  	
  	
  Actions	In	Vessel	Combat	.......................................202
  	
  	
  Damage...................................................................205
   
   
   
  Battlefield Repairs	............................................20
  	
  	
  	
  Permanent	Repairs	..........................................20
  CHAPTER 10: ADVENTURING	............................................22
  	
  Living	Expenses	.............................................................22
  	
  Medical	Care	..................................................................22
  	
  Movement.......................................................................24
  	
  Vision	And	Lighting	.........................................................25
  	
  Environments	.................................................................25
  	
  Weather	Hazards	...........................................................27
  	
  Other	Dangers	................................................................29
  	
  Beyond	The	Fantastic	....................................................227
  CHAPTER 11: PSIONICS	.....................................................229
  	
  Psionics	Institute	............................................................229
   
  Spheres Of Influence......................................................230
  	
  Psionic	Talents	...............................................................230
  	
  	
  Talent	Format	..........................................................230
  	
  	
  Telepathy	Sphere	....................................................23
  	
  	
  Clairvoyance	Sphere	...............................................23
  	
  	
  Awareness	Sphere	..................................................232
  	
  	
  Telekinesis	Sphere	..................................................232
  	
  	
  Teleportation	Sphere	...............................................232
  
  4
  CHARACTER CREATIOn STEpS
  ROlEplAyIng gAmES
  A	roleplaying	game	is	a	game	in	which	the	players	each	take	on	
  the roles of various characters in a fictional universe, much like 
  the	actors	in	a	movie	or	a	play.	One	player	must	be	selected	to	
  take	on	the	role	of	the	Referee,	which	in	many	ways	is	similar	to	
  the	role	of	writer	and	director	in	said	play	or	movie.	Together	the	
  referee	and	the	other	players	can	bring	to	life	many	exciting	stories	
  and	adventures	shaped	by	their	own	actions	and	designs.
  TRAVELLER
  TRAVELLER is a specific type of roleplaying game geared toward 
  the science-fiction genre. The rules presented in this book will 
  enable	you	to	design,	create,	develop,	and	equip	almost	any	type	
  of	character	you	might	encounter	in	a	near	or	far	future	setting.
  The Referee
  The	referee	is	the	player	who	creates	and	runs	the	adventures	the	
  other	players’	characters	will	participate	in	as	well	as	designing	the	
  setting	of	the	overall	campaign.	It	is	the	referee’s	job	to	adjudicate	
  the rules evenly and fairly as he or she is the final arbiter of the 
  rules	in	this	book.	The	referee	also	has	the	task	of	playing	out	the	
  roles	of	the	various	non-player	characters	or	NPCs	that	the	player	
  characters	(or	PCs)	will	encounter	throughout	the	course	of	the	
  adventure	and	overall	campaign.
  player Characters
  Each	player,	other	than	the	referee,	will	usually	take	on	the	role	of	
  a	single	character	for	the	course	of	the	adventure	and	will	typically	
  continue	to	play	the	same	character	from	adventure	to	adventure	
  during	the	course	of	the	referee’s	campaign.	Player’s	taking	on	
  the	role	of	multiple	characters	is	possible,	but	only	recommended	
  for	experienced	players	and	with	the	approval	of	the	referee.	Your	
  character	might	be:
  	
  A	 burned-out	 Scout	 Service	 pilot	 on	 the	 edge	 of	 a	
  breakdown.
  	
  A	 young	 medical	 student	 working	 passage	 aboard	 a	 Free	
  Trader	to	earn	enough	for	the	rest	of	her	medical	degree.
  	
  A	tough	ex-Marine	searching	for	his	missing	brother.
  	
  A	 smooth-talking	 merchant	 captain,	 charming	 but	 deadly	
  with	her	twin	gauss	pistols.
   
  An unappreciated genius, ridiculed by the scientific 
  community	but	determined	to	vindicate	himself.
   
  An ex-Navy officer with a dark secret.
  	
  A	professional	adventurer	doing	it	for	the	thrill	of	it	all!
  	
  Or	any	other	role	or	concept	you	can	think	of.
  Adventures
  The	 referee	 will	 present	 the	 players	 with	 various	 adventures	
  (either	 created	 by	 the	 referee	 or	 using	 a	 published	 adventure)	
  that	 are	 designed	 to	 pose	 a	 challenge	 to	 the	 creativity,	 skill,	
  and	daring	of	the	players’	characters.	During	the	course	of	the	
  adventure	the	players,	through	their	characters,	will	have	to	deal	
  with	the	obstacles	and	situations	posed	by	the	referee	in	order	
  to	complete	their	task.	Adventures	are	usually	played	over	the	
  course	of	one	or	more	evenings,	depending	on	the	length	of	the	
  adventure	and	the	time	available	to	play.
  Campaigns
  A	 campaign	 is	 a	 series	 of	 adventures	 in	 which	 the	 players’	
  characters	gain	experience	and	ability	based	on	their	exploits.	
  Generally	each	player	continues	to	play	the	same	character	from	
  adventure	to	adventure,	barring	the	death	or	incapacitation	of	the	
  player’s	character.
  WHAT yOU nEED TO plAy
  	
  Please	 note	 that	 this	 rulebook	 is	 not	 a	 standalone	 game	
  system.	It	is	intended	to	be	used	with	the	T20	Core	Rulebook	
  (The	 Traveller’s	 Handbook).	 Possession	 of	 this	 Guidebook	 for	
  players	and	the	Traveller’s	Handbook	is	all	that	is	required	to	use	
  T20.
  	
  This	book	presents	all	the	data	a	player	needs	to	participate	
  in	a	game	of	T20.	In	order	to	Referee	T20	you	will	need	at	least	
  the	following	items:
  •	
  The	 Traveller’s	 Handbook,	 which	 contains	 full	 rules	 for	
  combat,	vehicle	and	starship	design,	world	and	star	system	
  design,	 trade	 and	 commerce,	 character	 progression	 and	
  experience,	and	Refereeing	notes	allowing	a	full	game	to	be	
  run.	
  •	
  One	or	more	of	each	of	the	following	types	of	dice:	four-sided	
  (d4),	six-sided	(d6),	eight-sided	(d8),	ten-sided	(d0),	twelve-
  sided	(d2),	and	twenty-sided	(d20).	
  •	
  Pencil	 (or	 pen)	 and	 paper	 for	 keeping	 notes	 about	
  your	 character	 and	 the	 adventure.	 Graph	 paper	 is	 also	
  recommended	for	making	maps	of	places	your	character	has	
  visited.
  DICE
  	
  Dice	rolls	are	described	with	expressions	such	as	“3d4+3,”	
  which	means	“roll	three	four-sided	dice	and	add	3”	(resulting	in	a	
  number between 6 and 15). The first number tells you how many 
  dice	to	roll	(adding	the	results	together).	The	number	immediately	
  after	the	“d”	tells	you	the	type	of	die	to	use.	Any	number	after	that	
  indicates	a	quantity	that	is	added	or	subtracted	from	the	result.
  	
  The	following	dice	are	commonly	used	in	T20	games:
  •
  d4
  A	four-sided	die.
  •
  d6
  A	six-sided	die.
  •
  d8
  An	eight	sided	die.
  •
  d10
  A	ten-sided	die.
  •
  d12
  A	twelve-sided	die.
  •
  d20
  A	twenty-sided	die.
  •
  d% 
  or 
  d100
  Percentile	dice	work	a	little	differently.	You	
  generate	a	number	between		and	00	by	
  rolling	two	different	ten-sided	dice.	One	
  (designated	before	you	roll)	is	the	tens	digit.	
  The	other	is	the	ones	digit.	Two	0s	represent	
  00.
  Rounding Fractions
  	
  In	general,	if	you	wind	up	with	a	fraction,	round	down,	even	if	
  the	fraction	is	one-half	or	larger.
  	
  Exception:	 Certain	 rolls,	 such	 as	 damage	 and	 hit	 points,	
  have	a	minimum	of	.
  InTRODUCTIOn
  
  5
  CHARACTER CREATIOn STEpS
  multiplying
  	
  Sometimes	a	rule	makes	you	multiply	a	number	or	a	die	roll.	
  As	long	as	you’re	applying	a	single	multiplier,	multiply	the	number	
  normally.	 When	 two	 or	 more	 multipliers	 apply	 to	 any	 abstract	
  value (such as a modifier or a die roll), however, combine them 
  into	a	single	multiple,	with	each	extra	multiple	adding		less	than	
  its value to the first multiple. Thus, a double (×2) and a double 
  (×2) applied to the same number results in a triple (×3, because 
  2	+		=	3).
  	
  When	 applying	 multipliers	 to	 real-world	 values	 (such	 as	
  weight	 or	 distance),	 normal	 rules	 of	 math	 apply	 instead.	 A	
  creature	 whose	 size	 doubles	 (thus	 multiplying	 its	 weight	 by	 8)	
  and	then	is	turned	to	stone	(which	would	multiply	its	weight	by	
  a	factor	of	roughly	3)	now	weighs	about	24	times	normal,	not	0	
  times	normal.	Similarly,	a	blinded	creature	attempting	to	negotiate	
  difficult terrain would count each square as 4 squares (doubling 
  the cost twice, for a total multiplier of ×4), rather than as 3 squares 
  (adding	00%	twice).	
  THE CORE mECHAnIC
  	
  Whenever	you	attempt	an	action	that	has	some	chance	of	
  failure,	you	must	make	a	task	check	or	simply	a	check.	A	check	is	
  made	by	rolling	d20	(one	twenty-sided	die).	The	following	steps	
  are	taken	to	determine	if	your	character	succeeds	at	a	task:
  • Roll	a	d20.
  •
  Apply any relevant modifiers.
  • Compare	the	result	to	a	target	number.
  	
  If	the	result	equals	or	exceeds	the	target	number,	known	as	
  a Difficulty Class or DC, your character succeeds. If the result is 
  lower	than	the	target	number,	you	fail.
  Difficulty Classes
   
  Difficulty classes are assigned by the Referee whenever 
  a	 character	 attempts	 a	 task,	 and	 range	 from	 0	 (easiest)	 to	 45	
  (hardest).	
  Type
  DC
  Example
  Simple
  0
  Walk across the floor
  Very	Easy
  5
  Climb	a	ladder
  Easy
  0
  Climb	a	knotted	rope
  Average
  5
  Plot	a	course	to	a	familiar	star	system
  Hard
  20
  Jump	a	horse	over	an	obstacle	while	
  riding
  Difficult
  25
  Swim	in	churning,	storm	driven	water
  Formidable
  30
  Remove	a	bullet	from	a	victim.
  Challenging
  35
  Plot	a	course	to	an	uncharted	
  star, while under fire and without a 
  computer.
  Incredible
  40 
  Convince	 the	 judge	 that	 a	 pardon	
  scrawled	 on	 the	 back	 of	 a	 cocktail	
  napkin	 really	 is	 from	 the	 planetary	
  governor
  Nearly	
  Impossible
  45
  Perform	brain	surgery	with	a	low-tech	
  field surgical kit, under fire, in the rain, 
  while	wounded
  Degree of Success
  	
  A	character’s	degree	of	success	is	determined	by	how	much	
  better than the DC the roll turns out to be. With some specific 
  checks	 or	 where	 the	 referee	 deems	 appropriate,	 better	 than	
  average	 success	 or	 greater	 than	 average	 failure	 can	 result	 in	
  increased	reward	or	penalty.
  DC-20	or	lower
  Incredible	Failure
  DC-0	or	lower
  Great	Failure
  DC	or	higher
  Success
  DC+0	or	higher
  Great	Success
  DC+20	or	higher
  Incredible	Success
  Opposed Checks
  	
  An	 opposed	 check	 is	 used	 when	 another	 character	 or	
  NPC	 directly	 opposes	 a	 check	 being	 attempted.	 For	 example	
  a character attempting to Bluff her way past a customs officer 
  would be an opposed skill check against the custom officer’s 
  Sense	Motive	check.	The	character	makes	her	Bluff	skill	check	
  roll	and	the	Referee	makes	a	Sense	Motive	skill	check	roll	for	the	
  customs officer. If the character’s Bluff skill check roll is higher 
  than the customs officer’s Sense Motive check roll, the custom 
  officer believes the character’s bluff.
  	
  In	the	case	of	a	tie,	the	side	with	the	higher	appropriate	ability	
  scores	for	their	skill	wins.	If	there	is	still	a	tie,	both	sides	roll	the	
  skill	checks	again.
  Retrying
  	
  In	 general,	 the	 character	 can	 try	 a	 check	 again	 if	 it	 fails,	
  and can keep trying indefinitely. Some checks, however, have 
  consequences	of	failure	that	must	be	taken	into	account.	Some	
  checks	are	virtually	useless	once	a	character	has	failed	on	an	
  attempt	to	accomplish	a	particular	task.	For	most	checks,	when	
  a	 character	 has	 succeeded	 once	 at	 a	 given	 task,	 additional	
  successes	are	meaningless.
  	
  If	 a	 check	 carries	 no	 penalties	 for	 failure,	 the	 player	 can	
  choose	to	Take	20	and	assume	that	the	character	keeps	at	it	long	
  enough	to	succeed	eventually.
  Favorable and Unfavorable Conditions
  	
  Some	 situations	 may	 make	 a	 check	 easier	 or	 harder	 to	
  complete, resulting in a bonus or penalty added to the modifier 
  for	the	check	or	a	change	to	the	DC	of	the	check.
  	
  The	Referee	can	alter	the	odds	of	success	in	four	ways	to	
  take	into	account	exceptional	circumstances:
  	
  .	Give	the	character	a	+2	bonus	to	represent	circumstances	
  that	improve	performance.
  	
  2.	Give	the	character	a	–2	penalty	to	represent	conditions	
  that	hamper	performance.
  	
  3.	Reduce	the	DC	by	2	to	represent	circumstances	that	make	
  the	task	easier.
  	
  4.	 Increase	 the	 DC	 by	 2	 to	 represent	 circumstances	 that	
  make	the	task	harder.
   
  A bonus to the character’s modifier and a reduction in the 
  check’s	DC	have	the	same	result:	they	create	a	better	chance	
  that	 the	 character	 will	 succeed.	 But	 they	 represent	 different	
  circumstances,	and	sometimes	that	difference	is	important.
  Time and Checks
  	
  Completing	a	check	might	take	a	round,	take	no	time,	or	take	
  several	rounds	or	even	longer.	Most	checks	are	standard	actions,	
  move-equivalent	actions,	or	full-round	actions.	Types	of	actions	
  define how long activities take to perform within the framework of 
  a	combat	round	(6	seconds)	and	how	movement	is	treated	with	
  
  6
  CHARACTER CREATIOn STEpS
  respect	to	the	activity.	Some	checks	are	instant	and	represent	
  reactions	to	an	event,	or	are	included	as	part	of	an	action.	These	
  checks	are	not	actions.	Other	checks	represent	part	of	movement.	
  The	 distance	 the	 character	 jumps	 when	 making	 a	 Jump	 skill	
  check,	for	example,	is	part	of	the	character’s	movement.	Some	
  checks	take	more	than	a	round	to	use,	and	the	descriptions	often	
  specify	how	long	these	skills	take	to	use.
  	
  Taking 10:	When	the	character	is	not	in	a	rush	and	is	not	
  being	 threatened	 or	 distracted,	 the	 character	 may	 choose	 to	
  Take	0.	Instead	of	rolling	d20	for	the	skill	check,	calculate	the	
  character’s	result	as	if	the	character	had	rolled	a	0.
  	
  Taking 20:	When	the	character	has	plenty	of	time	(generally	
  2	minutes	for	a	skill	that	can	normally	be	checked	in		round,	one	
  full-round	action,	or	one	standard	action),	and	when	the	check	
  being	 attempted	 carries	 no	 penalties	 for	 failure,	 the	 character	
  can	Take	20.	Instead	of	rolling	d20	for	the	check,	calculate	the	
  character’s	result	as	if	the	character	had	rolled	a	20.	Taking	20	
  means the character is trying until he or she finally gets it right. 
  Taking	20	takes	about	twenty	times	as	long	as	making	a	single	
  check	would	take.
  Combining Checks
  	
  When	more	than	one	character	tries	the	same	check	at	the	
  same	time	and	for	the	same	purpose,	their	efforts	may	overlap.
  	
  Individual Events:	Often,	several	characters	attempt	some	
  action	and	each	succeeds	or	fails	on	her	own.	An	example	of	
  this	would	be	a	group	of	characters	climbing	up	a	rope.	All	are	
  performing	 the	 same	 action	 at	 the	 same	 time,	 but	 each	 must	
  make	a	separate	Climb	skill	check	to	see	if	they	succeed	or	fail.
  	
  Teamwork:	 Sometimes	 the	 individual	 PCs	 are	 essentially	
  reacting	to	the	same	situation,	but	they	can	work	together	and	
  help	 each	 other	 out.	 In	 this	 case,	 one	 character	 is	 considered	
  the	 leader	 of	 the	 effort	 and	 makes	 a	 check,	 while	 each	 team	
  member	makes	a	separate	check	against	DC	0	(Taking	0	is	not	
  permitted	on	this	check).	For	each	team	member	who	succeeds,	
  the	 leader	 gets	 a	 +2	 circumstance	 bonus	 (as	 per	 the	 rule	 for	
  favorable	conditions).	In	many	cases,	a	character’s	help	will	not	
  be beneficial, or only a limited number of characters can help at 
  once. The Referee may limit cooperation as seems fitting for the 
  conditions.
  	
  Skill Synergy:	It	is	also	possible	for	a	character	to	have	two	
  skills	that	work	well	together.	In	general,	having	5	or	more	ranks	
  in	one	skill	gives	the	character	a	+2	synergy	bonus	on	skill	checks	
  with	its	synergistic	skills,	as	noted	in	the	skill	description.
  SpECIFIC CHECKS
  There	are	several	different	types	of	checks	that	are	commonly	
  used	when	playing	T20	and	are	explained	here:
  Attack Rolls
  	
  Making	 an	 attack	 against	 a	 target	 is	 a	 form	 of	 check	 and	
  called	 an	 attack	 roll.	 The	 attacker	 rolls	 d20,	 adds	 their	 Base	
  Attack Bonus (BAB) and applies any other modifiers the referee 
  specifies apply to the task. This total is compared to the target 
  number,	in	this	case	the	Armor	Class	(AC)	of	the	target.
  Saving Throws
  	
  The	referee	may	sometimes	call	on	a	character	to	make	a	
  saving throw based on Reflex, Fortitude, or Willpower, in order 
  to avoid or reduce the effects of some action or event. A Reflex 
  saving	throw	for	example	might	be	called	for	if	a	character	were	
  trying	to	cross	an	icy	area	without	slipping	and	falling.	A	Fortitude	
  saving	 throw	 might	 be	 required	 for	 a	 character	 to	 avoid	 being	
  poisoned	 by	 something	 they	 ingested,	 inhaled	 or	 absorbed.	A	
  character	might	need	to	make	a	Will	save	in	order	to	avoid	the	
  effects of psionic influence.
  	
  A	 saving	 throw	 is	 made	 by	 rolling	 d20	 and	 adding	 the	
  character’s appropriate Reflex, Fort, or Will saving throw bonus 
  to the roll in addition to any other modifiers specified by the 
  referee.	
  Skill Checks
  	
  When	a	character	attempts	to	accomplish	a	task	involving	a	
  skill,	a	skill	check	is	made.	A	skill	check	is	made	by	rolling	d20	
  and	adding	the	character’s	skill	rank	in	that	skill,	the	appropriate	
  ability modifier for that skill, as well as any feat modifiers that may 
  apply. The referee is free to impose any other modifiers to the 
  check	that	they	feel	are	appropriate	to	the	situtation.
  UnTRAInED SKIll CHECKS
  	
  Generally,	if	a	character	attempts	to	use	a	skill	they	don’t	
  possess	any	skill	ranks	in,	the	character	makes	a	skill	check	as	
  normal. The character does get to add all modifiers other than 
  skill rank though, such as the ability modifier for the skill’s key 
  ability.
  	
  However,	 many	 skills	 can	 only	 be	 used	 if	 the	 character	
  is	 trained	 in	 the	 skill.	 Skills	 that	 cannot	 be	 used	 untrained	 are	
  marked	with	a	“No”	in	the	“Untrained”	column	on	Table:	Skills.
  Ability Checks
  	
  Sometimes	 a	 character	 tries	 to	 do	 something	 to	 which	 no	
  specific skill really applies. In these cases, the character makes 
  an	 ability	 check.	 An	 ability	 check	 is	 the	 roll	 of	 d20	 plus	 the	
  appropriate ability modifier. Essentially, the character is making 
  an untrained skill check. The Referee assigns a Difficulty Class 
  depending	 upon	 the	 circumstances	 and	 the	 task	 being	 carried	
  out.
  
  7
  CHARACTER CREATIOn STEpS
  This	chapter	is	designed	to	give	you	an	overview	of	the	steps	
  in	further	developing	a	character	that	will	follow	in	subsequent	
  chapters	and	how	they	work	together.	Using	these	steps	and	rules,	
  it	is	possible	to	create	a	character	with	any	level	of	experience	
  desired	from	st	level	to	20th	level.
   1. ABIlITy SCORES
  Select	 one	 of	 the	 four	 options	 available	 for	 generating	 your	
  character’s	 ability	 scores.	 Each	 of	 these	 scores	 should	 be	
  recorded	 on	 the	 appropriate	 location	 on	 your	 character	 sheet.	
  Your	 character’s	 initial	 Lifeblood	 and	 Stamina	 scores	 are	 also	
  determined	 during	 this	 step	 and	 should	 be	 recorded	 on	 the	
  character	sheet	as	well.
  2. CHOOSE RACE
  Read	 over	 the	 descriptions	 of	 the	 various	 races	 available.	
  Humans	are	the	default	race	but	you	may	select	any	race	with	
  the	approval	of	your	Referee.	You	should	select	a	race	that	is	
  appropriate	to	the	type	of	character	you	want	to	play.	Alien	races	
  often	have	certain	advantages	over	Humans	and	other	races,	but	
  they	also	tend	to	have	offsetting	disadvantages	as	well.	Keep	this	
  in	mind	when	selecting	a	race.
  	
  If	you	have	selected	to	play	one	of	the	alien	races	available,	
  apply any ability score modifiers to your character’s ability scores 
  as	listed	for	the	character’s	race.	Be	sure	to	also	note	down	any	
  special	abilities	or	restrictions	imposed	by	the	race	selected.
  3. DETERmInE HOmEWORlD
  Next	you	should	determine	the	type	of	homeworld	your	character	
  hails from, its technology level and trade classifications, and what 
  automatic	 skills	 and	 feats	 your	 character	 will	 have	 picked	 up.	
  These	should	be	noted	on	your	character	sheet.
  4. CHARACTER DEVElOpmEnT 
  The	most	important	step	in	creating	a	character	is	to	determine	
  how	 experienced	 you	 would	 like	 the	 character	 to	 be	 when	 it	
  begins	play.	Some	players	prefer	to	start	out	with	inexperienced	
  (st	level)	characters	and	watch	them	develop	over	the	course	
  of	the	game,	while	others	prefer	to	start	with	a	more	experienced	
  (2nd	level	or	higher)	character	and	go	from	there.
  1ST lEVEl CHARACTER
  If	 you	 prefer	 to	 begin	 play	 with	 a	 young,	 inexperienced,	 st	
  level	 character	 you	 should	 follow	 these	 steps	 in	 creating	 your	
  character:
  I. Class and level
  Turn	to	the	Classes	and	Levels	chapter	(5)	and	select	one	class	
  that	you	feel	suits	the	type	of	character	you	wish	to	play.	Follow	
  the	rules	there	on	taking	a	class	level.
  	
  A. Skills: Select	 the	 appropriate	 skills	 for	 your	 character	
  based	on	the	class	selected.	See	the	Skills	chapter	(6)	for	more	
  information.
  	
  B. Feats: Select	 the	 appropriate	 feats	 for	 your	 character	
  based	on	the	class	selected.	See	the	Feats	chapter	(7)	for	more	
  information.
  II. muster Out
  As	a	st	level	character	without	any	Prior	History	behind	you,	you	
  begin	with	only	the	starting	funds	listed	for	the	class	you	selected	
  for	 your	 character.	You	 may	 use	 these	 funds	 to	 purchase	 any	
  equipment	out	of	the	Equipment	chapter	(8)	that	you	can	afford	
  and	is	approved	by	the	referee.
  III. Begin play
  Your	character	is	now	complete	and	ready	to	begin	play	in	the	
  game.
  2nD lEVEl AnD HIgHER lEVEl CHARACTERS
  Creating	an	older	and	more	experienced	character	using	these	
  steps	 and	 rules	 requires	 a	 bit	 more	 decision	 making	 and	 die	
  rolling	on	the	part	of	the	player,	but	they	deliver	a	much	richer	
  framework	 of	 the	 character’s	 actual	 background	 history	 and	
  important	events	as	well	as	a	more	experienced	and	thus	more	
  capable	character.
  I. prior History
  Begin	by	selecting	to	spend	this	period	in	your	character’s	prior	
  history	 improving	 their	 education	 or	 earning	 experience	 by	
  working.
  	
  A. Employment: Turn	to	the	Employment	Options	section	of	
  the	Prior	History	chapter	and	select	one	of	the	careers	listed	there	
  that	you	feel	suits	the	type	of	character	you	wish	to	develop.
  	
  	
  1. Serve Term: Following	 the	 rules	 presented	 in	The	
  Employment	Path	section	of	the	Prior	History	chapter,	work	your	
  character	through	one	term	(4-years	of	the	character’s	life)	in	that	
  career.
  	
  	
  2. Reenlist: Once	 you	 have	 completed	 a	 term	 in	 a	
  career	you	must	check	to	see	if	you	must		reenlist	or	continue	
  employment	for	another	term	in	that	career,	or	if	you	are	even	
  offered	 any	 continued	 employment	 in	 that	 career	 at	 all.	 If	 you	
  must	or	elect	to	serve	another	term,	repeat	steps		and	2	here	
  under	Prior	History.
  	
  	
  If	you	choose	not	to	continue	to	service	in	your	current	
  career	or	if	you	are	not	allowed	back	in,	you	must	move	on	to	step	
  II.	Classes	and	Skills	below.
  	
  B. Education:	 Turn	 to	 the	 Educational	 Options	 section	
  of	 the	 Prior	 History	 chapter	 and	 select	 one	 of	 the	 educational	
  opportunities	listed	there	that	you	feel	suits	the	type	of	character	
  you	wish	to	develop.
  	
  	
  1. Serve Term: Following	 the	 rules	 presented	 in	The	
  Educational	Path	section	of	the	Prior	History	chapter,	work	your	
  character	through	one	term	in	that	educational	setting.
  	
  	
  2. Reenlist: There	is	no	reenlistment	during	education,	
  instead	move	on	to	step	II.	Classes	and	Levels	below.
  II. Classes and levels
  You	 will	 be	 required	 to	 take	 one	 or	 more	 levels	 in	 the	 class	
  corresponding	to	the	career	you	were	working	in,	but	any	levels	
  earned	beyond	these	required	levels	may	be	used	in	developing	
  one	or	more	of	a	character’s	other	classes	(if	any)	or	in	taking	
  levels	in	a	completely	new	class.
  	
  Turn	to	the	Classes	and	Levels	chapter	(5)	and	apply	the	
  levels	earned	by	the	character	as	per	the	Taking	a	Class	Level	
  section	of	that	chapter.
  	
  A. Skills: Select	 the	 appropriate	 skills	 for	 your	 character	
  based	on	the	class	being	developed.	See	the	Skills	chapter	(6)	
  for	more	information.
  	
  B. Feats:	 Select	 the	 appropriate	 feats	 for	 your	 character	
  CHARACTER CREATIOn STEpS
  
  8
  CHARACTER CREATIOn STEpS
  based	on	the	class	being	developed.	See	the	Feats	chapter	(7)	
  for	more	information.
  III. muster Out
  Once	you	have	applied	any	new	levels	earned	by	your	character	
  you	 may	 now	 ‘muster	 out’	 of	 the	 career	 you	 were	 working	 in.	
  Depending	on	how	many	terms	you	spent	in	the	career,	you	will	
  receive a certain number of benefit rolls that may be used to 
  acquire	cash	and/or	equipment	for	your	character.
   
  If this is the end of your very first career and you have 
  selected your very first class during this period, you will also earn 
  the listed Starting Funds for your first selected class.
  	
  See	the	Equipment	and	Starting	Funds	chapter	(8)	for	more	
  information.
  IV. Decision
  At	this	point	you	have	a	character	with	at	least	some	experience,	
  and	probably	four	years	or	more	older	than	when	you	began.	You	
  must	now	decide	if	the	character	has	earned	enough	experience	
  and	capability	as	you	were	seeking	or	if	you	feel	the	character	
  needs	a	bit	more	‘seasoning’	and	will	continue	with	further	prior	
  history	development	before	beginning	play.	
  	
  A. Prior History:	If	you	have	chosen	to	enter	another	career	
  or	further	your	character’s	education	return	to	step	I.	Prior	History	
  above	and	continue.
  	
  B. Finish Up: Your	character	is	now	complete	and	ready	to	
  begin	play	in	the	game.
  OPTIONAL FAST DEVELOPMENT
  If	 you	 aren’t	 interested	 in	 the	 extra	 background	 information	
  and	 hooks	 the	 prior	 history	 system	 can	 lend	 to	 a	 character’s	
  development,	you	can	forgo	the	prior	history	system	and	tailor	
  the character to fit your needs.
  1. Determine level
  Determine	the	level	you	wish	the	character	to	be	when	you	begin	
  play	and	make	sure	it	is	ok	with	the	referee.	
  2. Select Classes and Apply levels
  Select	the	classes	you	wish	the	character	to	have	experience;	
  multiple	 classes	 are	 permitted.	 You	 may	 apply	 any	 number	 of	
  levels	 to	 these	 classes	 as	 long	 as	 the	 total	 number	 of	 levels	
  applied	does	not	exceed	the	level	of	the	character.	For	example	
  a	 7th	 level	 character	 may	 apply	 seven	 levels	 to	 one	 or	 more	
  classes.	They	could	have	one	4th	level	class	and	one	3rd	level	
  class,	 a	 3rd	 level	 class	 and	 two	 2nd	 level	 classes,	 seven	 st	
  level	classes,	or	any	combination	that	totals	no	more	or	less	than	
  seven	levels	in	all.
  	
  Apply	one	character	level	at	a	time	(st	level,	2nd	level,	etc.),	
  determining	and	recording	all	improvements	to	stats	and	skills,	
  new	skills	or	feats,	or	any	other	changes	to	the	character	due	to	
  the	level	change	that	may	apply.	
  3. money and Equipment
  The	 character	 begins	 play	 with	 cash	 equal	 to	 their	 class	 level	
  times	the	starting	funds	listed	for	that	class.	If	a	character	has	
  more than one class, figure the cash for each class and add them 
  together	to	determine	total	starting	funds.
  	
  In	 addition,	 the	 character	 has	 a	 ‘credit’	 equal	 to	 one-half	
  their	starting	funds	that	may	be	spent	selecting	equipment	and/or	
  weapons	 that	 might	 have	 been	 previously	 acquired	 during	 the	
  character’s	past.
  	
  If	 a	 career	 normally	 has	 an	 opportunity	 of	 mustering	 out	
  with	a	ship,	discuss	this	with	the	referee	and	see	if	he	feels	a	
  ship	would	be	appropriate	for	the	character	and	campaign	at	this	
  point.
  5. FInAl DETAIlS
  At	 this	 point	 you	 should	 take	 the	 time	 to	 jot	 down	 a	 brief	
  background	for	the	character,	perhaps	building	off	of	the	events	
  of	any	prior	history	development.	Of	course	you	should	also	give	
  the	character	a	suitable	name.	Let	the	Referee	take	a	look	over	
  the	character	sheet,	and	if	the	Referee	approves,	you	are	ready	
  to	play!
  
  9
  BASIC ATTRIBUTES
  1
  ABIlITIES
  	
  T20	uses	nine	character	abilities	(or	“stats”),	representing	a	
  person’s	physical	and	mental	capabilities.	Each	affects	a	different	
  area	of	activity.	For	most	characters,	abilities	range	in	score	from	
  3-8,	with	human	average	about	0-.	Characters	with	an	ability	
  of	5	or	above	are	fairly	exceptional	people;	5	or	lower	is	most	
  definitely sub-normal (though a character could still be entirely 
  playable	with	one	or	more	stats	at	5	or	lower).	Characters	can	
  increase	their	abilities	in	the	course	of	play,	and	can	have	them	
  temporarily	or	permanently	reduced	due	to	major	wounds,	age,	or	
  other	circumstances.
  	
  Note	that	abilities	are	not	entirely	either	physical	or	mental.	
  A	high	strength,	for	example,	may	not	merely	mean	big	muscles.	
  It	also	represents	body	mass	and	the	skill	to	bring	strength	to	
  bear scientifically, using good technique, and the willingness to 
  do	so.	A	relatively	lightweight	character,	who	knows	how	to	use	
  her	natural	strength	and	who	is	willing	to	shove	with	heart	and	
  soul	as	well	as	muscle,	might	be	rated	just	as	high	for	strength	as	
  a	hulk	who	just	heaves	with	his	arms.	
  	
  A	character’s	abilities	may	determine	aspects	of	his	or	her	
  appearance	 and	 even	 personality,	 and	 also	 have	 associated	
  bonuses	and	penalties	affecting	relevant	activities.
  	
  The	nine	abilities	used	in	T20	are:
  STREngTH
  	
  Strength	(STR)	is	the	ability	to	apply	force.	A	strong	character	
  can	 pull,	 push,	 hit,	 twist	 or	 throw	 harder	 and	 further	 than	 a	
  weaker	one,	and	can	carry	more	without	being	encumbered	by	
  his	possessions.	Strength	is	at	least	as	much	technique	as	raw	
  power,	though	a	strong	character	will	normally	have	good	muscle	
  tone	even	if	he	isn’t	a	bulging	bodybuilder.	He	or	she	will	thus	
  appear fit and healthy to an observer. 
  	
  Strength	bonus	is	added	to:
  •	
  Damage	rolls	with	a	melee	or	thrown	weapon.	
  •	
  Physical	 skills	 requiring	 the	 application	 of	 physical	
  power,	e.g.	Climb,	Swim,	Jump.
   
  Note that STR does not apply to firearms and similar projectile 
  weapons	(e.g.	crossbows).	STR	penalty	(but	not	bonus)	applies	
  to	bow	or	sling	weapons.	Weapons	used	in	the	off-hand	gain	only	
  half	the	normal	STR	bonus	to	damage.	2-handed	melee	weapons	
  gain	one	and	a	half	times	the	character’s	STR	bonus.
  DExTERITy
   
  Dexterity (DEX) is a combination of manual dexterity, reflex 
  speed,	and	physical	agility.	High-DEX	characters	hit	more	often	
  with	 melee	 and	 missile	 weapons,	 and	 are	 better	 at	 avoiding	
  being	 hit.	 DEX	 is	 at	 least	 half	 mental,	 and	 a	 character	 who	 is	
  cool-headed	 and	 chooses	 the	 right	 reaction	 can	 actually	 react	
  more	quickly	than	someone	who	is	merely	fast	but	makes	blind	
  reflexive movements. High-DEX characters will normally move 
  well,	in	balance.	They	often	habitually	display	their	DEX	without	
  thinking	about	it,	catching	things	and	moving	around	effortlessly	
  aboard	moving	vehicles.	
  	
  Dexterity	bonus	is	added	to:
  •	
  All	attacks	(melee	and	missile	weapons)	other	than	with	
  ship’s	weaponry	and	artillery.
  •	
  Armor	 Class	 (AC),	 so	 long	 as	 the	 character	 has	 the	
  opportunity to make herself a more difficult target by 
  evading.	DEX	does	not	apply	to	attacks	the	character	is	
  unaware	of.	
  •	
  Saving	 throws	 to	 avoid	 hazards	 that	 require	 physical	
  agility	to	escape,	such	as	to	avoid	falling	or	to	dive	into	
  cover from a grenade explosion. This is termed a Reflex 
  Save.
  •	
  Skills	that	require	little	physical	power	but	considerable	
  agility or fine motor control, such as Move Silently, Pilot 
  or	Tumble.
  COnSTITUTIOn
  	
  Constitution	 (CON)	 is	 a	 measure	 of	 physical	 and	 mental	
  toughness, fitness, and resilience. A tough character can take 
  more	 punishment	 and	 keep	 going,	 but	 this	 is	 as	 much	 mental	
  toughness	as	physical.	High-CON	characters	are	normally	in	at	
  least	reasonably	good	physical	shape	and	don’t	get	sick	often.	
  Their	determination	and	will	to	succeed	are	obvious	to	anyone	
  who sees them undertake a difficult task. 
  	
  Constitution	bonus	is	added	to:
  •	
  Each	of	a	character’s	Stamina	dice.
  •	
  Saving	 throws	 to	 resist	 harm	 from	 poison,	 cold,	 and	
  similar	 physical	 threats,	 where	 toughness	 is	 a	 factor.	
  This	is	termed	a	Fortitude	Save.
  •	
  Concentration	checks	when	undertaking	a	complex	task	
  under	trying	conditions.	
  	
  Constitution	also	determines	a	character’s	Lifeblood	score,	
  which	 is	 equal	 to	 CON	 plus	 any	 bonuses	 from	 feats	 such	 as	
  Toughness.
  InTEllIgEnCE
  	
  Intelligence	 (INT)	 is	 a	 combination	 of	 smarts,	 reasoning	
  ability,	abstract	thinking,	imagination,	memory,	and	the	ability	to	
  make	 connections.	 High-INT	 characters	 gain	 extra	 skill	 points,	
  since	they	grasp	new	concepts	quickly,	and	relate	them	to	what	
  they	 already	 know	 in	 novel	 ways.	 One	 of	 the	 most	 important	
  factors	 in	 intelligence	 is	 the	 understanding	 that	 there	 may	 be	
  more	than	one	way	to	deal	with	a	problem.	A	smart	character	will	
  often	come	up	with	“outside	the	box”	solutions	and	new	ways	to	
  do	things.
  	
  Intelligence	bonus	is	added	to:
  •	
  The	number	of	skill	points	gained	at	each	new	level.
  •	
  Skills	requiring	a	character	to	think	on	his	feet,	such	as	
  Trader,	Gambling,	and	Forgery.
  EDUCATIOn
  	
  Education	(EDU)	represents	learning	and	knowledge	rather	
  than	raw	smarts.	It	is	a	measure	of	what	a	character	has	retained,	
  rather	 than	 what	 he	 has	 studied.	 EDU	 can	 come	 from	 formal	
  schooling,	 on-the-job	 training,	 a	 habit	 of	 watching	 educational	
  vids	or	a	liking	for	museums	and	art	galleries.	Many	high-EDU	
  characters	possess	a	degree	from	a	university,	but	this	must	be	
  earned	and	is	not	automatic.	A	highly	educated	person	can	lack	
  BASIC ATTRIBUTES
  
  0
  BASIC ATTRIBUTES
  1
  common	 sense	 or	 even	 intelligence;	 EDU	 can	 represent	 rote	
  learning	with	little	understanding,	or	a	broad	knowledge	base	and	
  the	ability	to	correlate	facts.
  	
  All	 creatures	 that	 can	 think	 and	 learn	 begin	 with	 0	 points	
  of	Education.	A	creature	with	no	Education	score	is	an	animal,	
  operating	on	simple	instincts.	It	will	automatically	fail	Education	
  checks.	An	Education	of	0	means	that	the	character	has	absolutely	
  no	formal	schooling	or	education.
   
  Education Scores
  EDU
  Equivalent Education Level
  3
  Elementary	School
  6
  Middle	School
  0
  High	School
  2
  Bachelors	Degree*
  4
  Masters	Degree*
  6
  Doctorate	Degree*
  	
  *	Equivalent	for	reference	only,	does	not	imply	the	character	
  holds	an	actual	degree.
  	
  Education	bonus	is	added	to:
  •	
  Skills requiring the recall of specific knowledge, such as 
  Knowledge/Interstellar	Law,	or	Technical/Engineering.
  •	
  General	knowledge	checks	to	see	if	a	character	recalls	
  a specific fact. 
  WISDOm
  	
  Wisdom	 (WIS)	 represents	 intuition,	 will,	 perception,	 and	
  “common	sense.”	High-WIS	characters	are	more	“in	tune”	with	the	
  world	and	people	around	them,	and	often	pick	up	subtle	signals	
  that others miss. They are also harder to influence than others, 
  and	are	less	prone	to	dumb	mistakes	due	to	failure	to	remember	
  basic	 safety	 rules.	 High-WIS	 characters	 often	 seem	 “wise”	 or	
  “smart,”	even	if	they’re	not	actually	that	bright,	since	they	make	
  fewer	dumb	mistakes	and	generally	behave	in	a	sensible	fashion	
  rather	than	a	highly	imaginative	but	unwise	manner.
  	
  Wisdom	bonus	is	added	to:
  •	
  Saving throws to avoid influence or mental control. This 
  is	termed	a	Will	Save.
  •	
  Skills	dependent	upon	perception	and	instinct,	such	as	
  Spot,	Sense	Motive	and	Gunnery.
  •	
  Wisdom	 check	 to	 avoid	 making	 a	 dumb	 mistake	 that	
  common	sense	would	avoid	(at	Referee’s	option).
  CHARISmA
  	
  Charisma	 (CHA)	 represents	 strength	 of	 personality,	
  leadership	 potential	 and	 “magnetism,”	 plus	 a	 certain	 amount	
  of	 physical	 attractiveness.	A	 charismatic	 character	 might	 be	 a	
  fast-talking weasel or a fiery orator – or a humble but wise and 
  knowledgeable teacher. One person’s influence may be based on 
  their	looks;	another’s	on	cynical	manipulation,	and	yet	another’s	
  on	a	habit	of	saying	things	that	make	sense	to	the	people	around	
  her. CHA is thus hard to define precisely. A high-CHA character 
  will	attract	friendship	and	loyalty	(often	without	meaning	to)	and	
  often	 has	 a	 “habit	 of	 leadership,”	 taking	 charge	 of	 whatever	
  situation	arises	without	even	thinking	about	it.	
  	
  Charisma	bonus	is	added	to:
  •	
  Skills that influence others in some way, such as Perform, 
  Bribery,	and	Intimidate.
  SOCIAl STAnDIng
  	
  Social	 Standing	 (SOC)	 denotes	 the	 social	 class	 and	 level	
  of	society	from	which	a	character	(and	his	or	her	family)	comes.	
  A	Social	Standing	of	6	or	greater	indicates	a	hereditary	family	
  title	of	nobility.	However,	a	high-SOC	character	does	not	have	a	
  title	of	his	own	unless	he	has	served	in	the	Noble	career,	or	the	
  Referee	determines	that	a	title	is	held.	Otherwise,	he	is	a	member	
  of	a	noble	family,	and	can	use	the	courtesy	title	of	“lord”	before	his	
  name,	but	has	no	actual	rank.	
  	
  Any	creature	living	as	part	of	a	larger	civilization	will	usually	
  have	at	least		point	of	Social	Standing.	Anything	with	no	Social	
  Standing	 is	 fairly	 isolated	 from	 civilization,	 an	 animal,	 or	 an	
  automaton.	A	 social	 standing	 of	 0	 means	 that	 the	 character	 is	
  from	the	lowest	levels	of	society.
  Social Standing Scores
  SOC
  Title or Likely Social Level
  0
  No	contact	with	civilization
  
  Felon	wanted	for	particularly	repulsive	crimes
  3
  Very	Poor	or	Criminal
  5
  Unskilled	Laborer	or	Very	Poor
  7
  Semi-Skilled	or	Poor
  9
  Skilled	Worker
  2
  Educated	Professional
  4
  Highly	Respected	Professional	or	Executive	
  5
  Untitled	member	of	Noble	family,	or	close	member	of	
  Noble	household
  6
  Knight,	Knightess,	Dame
  8
  Baron,	Baroness,	Baronet
  20
  Marquis,	Marquesa,	Marchioness
  22
  Count,	Countess
  24
  Duke,	Duchess
  26
  Archduke,	Archduchess
  28
  Crown	Prince,	Crown	Princess
  30
  Emperor
  	
  Using SOC:	 SOC	 determines	 the	 level	 of	 society	 the	
  character	is	used	to	operating	in,	and	without	special	training	the	
  individual	will	lapse	into	the	speech	habits,	slang,	and	general	
  behavior	associated	with	that	group.	This	should	be	role-played;	
  a	poor	laborer	(SOC	6)	will	likely	have	no	idea	how	to	address	
  a	Knight,	and	will	embarrass	himself	at	court.	Someone	from	a	
  corporate	executive	(SOC	3)	background	will	simply	not	be	able	
  to pass for a street gang member without specific coaching or 
  experience	(perhaps	represented	by	Streetwise	skill)	in	how	to	do	
  it	believably.
   
  Generally, high SOC is useful in that officials tend to react 
  better	 to	 high-status	 individuals	 (who	 may	 be	 perceived	 as	
  powerful).	High	SOC	also	is	required	to	gain	access	to	the	world	
  of the nobility and important military and government officials, 
  who	simply	“don’t	deal	with	the	proles.”	
  	
  Some	low-SOC	people	resent	the	higher-ups,	while	others	
  are	respectful	or	even	obsequious.	On	the	other	hand,	some	high-
  SOC	individuals	are	contemptuous	of	the	“rabble”	while	others	
  see	themselves	as	serving	the	masses,	and	treat	less	privileged	
  
  
  BASIC ATTRIBUTES
  1
  individuals	 with	 courtesy	 and	 respect.	 This	 depends	 upon	 the	
  individual	and	local	conditions,	and	the	Referee	may	choose	to	
  modify	 reaction	 rolls	 when	 individuals	 with	 very	 different	 SOC	
  scores	meet.
  	
  Cost of Living:	A	character	must	spend	a	minimum	of	Cr00	
  per	point	of	SOC	per	month	to	maintain	the	standard	of	living	
  required	for	his	or	her	social	status.	This	will	cover	the	character’s	
  basic	 expenses	 such	 as	 food,	 minimal	 clothing,	 and	 adequate	
  shelter	for	the	period.	For	each	month	a	character	is	not	able	to	
  monetarily	maintain	his	Social	Status,	his	effective	SOC	ability	
  score	is	temporarily	reduced	by	.	If	the	next	month	a	character	
  is	 once	 again	 able	 to	 maintain	 the	 normal	 Social	 Status,	 their	
  effective	SOC	ability	score	is	returned	to	normal	(no	matter	how	
  low	it	had	dropped).	See	Subsistence	on	a	Long	Term	Basis	for	
  more	information.
  Social	Standing	bonus	is	applied	to:
  •	
  Some	 interpersonal	 skills	 instead	 of	 CHA,	 where	 the	
  character’s	rank	is	more	important	than	personality.
  pSIOnIC STREngTH
  	
  Exactly	 where	 a	 character’s	 psionic	 strength	 (PSI)	 comes	
  from,	or	what	it	is,	is	hard	to	quantify.	Psi	represents	the	ability	
  to defend against psionic attacks or influence, and provides the 
  power	to	use	psionic	skills	if	they	are	possessed.	For	non-psionics	
  users,	it	is	not	necessary	to	generate	Psi	scores	for	characters	
  until	they	encounter	psionics	use	(which	may	be	never).	If	Psi	is	
  generated	for	starting	characters,	record	the	initial	value	but	note	
  that	the	useable	level	of	Psi	declines	as	the	character	ages.	Once	
  a	character	is	trained,	Psi	ceases	to	decline	with	age.
  gEnERATIng ABIlITy SCORES
  	
  The	 character’s	 nine	 abilities	 will	 shape	 his	 life	 to	 a	 great	
  extent.	They	determine	what	he	is	best	suited	to	do,	and	possibly	
  bar	him	from	some	areas	of	activity.	They	also	provide	bonuses	
  and	in	some	cases	provide	raw	capability.	As	a	rule,	adventurers	
  are	at	least	slightly	above	the	norm	for	their	species,	and	their	
  stats should reflect this. A character who is weak in some areas 
  is	more	interesting	and	believable	than	a	superhero,	but	a	truly	
  ineffectual	character	is	no	fun	to	play	and	should	be	discarded.
  	
  The	character’s	ability	scores	can	be	generated	in	a	number	
  of	ways.	Default	is	the	Basic	Option	(below)	but	with	the	Referee’s	
  permission	other	methods	can	be	employed.
  THE BASIC OpTIOn
  	
  Roll	4d6	nine	times,	each	time	discarding	the	low	die,	and	
  record	the	scores.	This	gives	nine	stats	in	the	3-8	range,	but	
  skewed	slightly	towards	mid-high	values.	Assign	these	results	to	
  abilities	as	desired.	If	the	set	of	attributes	is	disastrously	poor,	for	
  example	if	the	highest	stat	is	3	or	less	or	the	average	is	0	or	
  less,	it	may	be	acceptable	to	discard	the	entire	set.	The	Referee	
  must define exactly what “disastrously poor” means, and his or 
  her decision is final.
  THE RAnDOm OpTIOn
  	
  Roll	stats	as	per	the	basic	option,	but	assign	them	in	the	order	
  they	are	rolled.	This	will	give	characters	whose	strengths	are	not	
  what	the	player	had	in	mind,	creating	an	interesting	roleplaying	
  situation.	
  THE HEROIC OpTIOn
  	
  For	high-powered	games,	choose	three	stats	and	roll	them	on	
  d4+4.	Roll	the	others	on	d0+8.	This	gives	a	higher	average	
  all	round	and	the	potential	for	very	high	stats	in	critical	areas.	It	is	
  best	used	for	“special	forces”	type	games,	where	characters	are	
  better	than	the	best	of	the	best	and	the	challenges	are	awesome.	
  It	is	not	recommended	for	standard	T20	games.
  THE pOInT BUy OpTIOn
  	
  All	abilities	start	with	a	base	score	of	8.	The	player	has	32	
  points	they	can	spend	to	improve	one	or	more	ability	scores.	Use	
  the	table	below	to	determine	the	cost	in	points	to	raise	an	ability	
  to	a	desired	score.
  Score
  Cost
  Score
  Cost
  9
  
  5
  9
  0
  2
  6
  2
  
  3
  7
  5
  2
  4
  8
  9
  3
  5
  9
  23
  4
  7
  20
  28
  AlIEnS
  	
  Most	alien	characters	generate	their	stats	like	a	human,	and	
  then	modify	them.	In	this	case,	generate	raw	stats	using	whatever	
  method the Referee chooses, and apply racial modifiers. In the 
  case	 of	 aliens	 that	 use	 a	 different	 system,	 the	 Referee	 may	
  choose to bias the character’s stats to reflect the higher averages 
  of	his	or	her	human	peers.
  ABIlITy mODIFIERS
  	
  The	 character’s	 ability	 scores	 will	 determine	 his	 or	 her	
  modifiers. Calculate them now and note them, though they may 
  change	due	to	stat	alteration	in	character	generation.	
  Score
  Modifier
  Score
  Modifier
  0-
  -5
  6-7
  +3
  2-3
  -4
  8-9
  +4
  4-5
  -3
  20-2
  +5
  6-7
  -2
  22-23
  +6
  8-9
  -
  24-25
  +7
  0-
  +/-0
  26-27
  +8
  2-3
  +
  28-29
  +9
  4-5
  +2
  30-3
  +0
  	
  	
  lIFEBlOOD AnD STAmInA
  	
  There	are	two	kinds	of	damage	a	character	can	take.	Stamina 
  damage	represents	general	battering	of	a	sort	that	is	only	life-
  threatening	after	a	long	period.	Stamina	is	also	reduced	by	the	
  effects	of	cold	and	starvation,	and	similar	hazards.	Experienced	
  characters	 tend	 to	 have	 a	 lot	 of	 stamina	 and	 are	 thus	 able	 to	
  last	 quite	 a	 while	 before	 collapsing.	 A	 character’s	 Stamina	 is	
  determined	by	a	number	of	“hit	dice.”	A	character	gains	one	hit	
  die	per	level	in	each	class;	the	actual	type	of	die	rolled	depends	
  upon	 the	 class	 (e.g.	 Mercenaries	 will	 gain	 more	 Stamina	 than	
  Academics),	plus	or	minus	any	Constitution	bonus.	
  	
  Stamina	is	determined	by	the	character’s	class	levels.	Each	
  time	 the	 character	 gains	 a	 level,	 add	 one	 stamina	 die	 for	 that	
  class	(e.g.	d6	for	Travellers,	d8	for	Rogues),	plus	or	minus	any	
  Constitution	bonus,	to	the	character’s	Stamina	total.	
  
  2
  BASIC ATTRIBUTES
  1
  	
  Lifeblood	represents	a	character’s	ability	to	survive	attacks	
  that	are	immediately	life-threatening,	such	as	knives	and	bullets.	
  A	 character’s	 Lifeblood	 is	 equal	 to	 his	 Constitution	 score,	 and	
  rarely	 increases.	 Thus	 Lifeblood-affecting	 attacks	 can	 be	 very	
  deadly. Experienced adventurers can slug it out with fists for quite 
  a	while	but	once	someone	produces	a	sword	or	submachine-gun,	
  things	get	deadly	–	fast!
  	
  The	 character’s	 starting	 Lifeblood	 score	 is	 equal	 to	 his	 or	
  her	constitution.	It	may	change	during	character	generation,	but	
  probably	will	not.
  EnCUmBRAnCE
  	
  There	 is	 a	 limit	 to	 what	 a	 person	 or	 creature	 can	 carry	
  and	for	how	long.	Obviously	larger	and	stronger	beings	will	be	
  able	to	carry	more	than	their	smaller	and	weaker	counterparts.	
  The	following	rules	will	help	you	determine	if	your	character	is	
  considered	 encumbered,	 and	 what	 penalties	 will	 apply	 under	
  these	conditions.
  WEIgHT
  	
  If	you	want	to	determine	whether	your	character’s	gear	is	
  heavy	enough	to	slow	him	down	(more	than	his	armor	already	
  does),	 total	 the	 weight	 of	 all	 his	 armor,	 weapons,	 and	 gear.	
  Compare	this	total	to	the	character’s	Strength	on	the	Carrying	
  Capacity	 table	 below	 to	 determine	 the	 character’s	 load	 level.	
  Consulting	the	Carrying	Loads	table	shows	how	encumbrance	will	
  limit the character’s DEX modifier, impose penalties on physical 
  skill	checks	and	reduce	movement	rate.
   
  If your character is wearing armor, use the worst figure 
  (from	armor	or	from	weight)	for	each	category.	Do	not	stack	the	
  penalties.	
  lIFTIng AnD DRAggIng
  	
  A	character	can	lift	up	to	the	maximum	load	(for	his	Strength)	
  over	his	head.	
  	
  A	character	can	lift	up	to	double	the	maximum	load	off	the	
  ground,	but	he	can	only	stagger	around	with	it.	While	overloaded	
  in	this	way,	the	character	loses	any	Dexterity	bonus	to	AC	and	
  can	only	move	.5	meters	per	round	(as	a	full-round	action).	
  	
  A	character	can	generally	push	or	drag	along	the	ground	up	
  to five times the maximum load. Favorable conditions (smooth 
  ground,	dragging	a	slick	object)	can	double	these	numbers,	and	
  bad	circumstances	(broken	ground,	pushing	an	object	that	snags)	
  can	reduce	them	to	one-half	or	less.	
  BIggER AnD SmAllER CREATURES
   
  The figures on the Carrying Capacity table are for Medium-
  size	 creatures.	 Larger	 creatures	 can	 carry	 more	 weight	
  depending	on	size	category:	Large	(x2),	Huge	(x4),	Gargantuan	
  (x8),	and	Colossal	(x6).	Smaller	creatures	can	carry	less	weight	
  depending	on	size	category:	Small	(3/4),	Tiny	(/2),	Diminutive	
  (/4),	and	Fine	(/8).	
  mUlTIplE lEgS
  Creatures	 and	 aliens	 with	 more	 than	 two	 legs	 can	 carry	
  heavier	loads	than	bipeds.	To	determine	such	a	creature’s	carrying	
  capacity	limits,	use	the	Carrying	Capacity	table,	multiplying	by	the	
  appropriate modifier for the creature’s size: Fine 1/4, Diminutive 
  /2,	Tiny	3/4,	Small	,	Medium	.5,	Large	3,	Huge	6,	Gargantuan	
  2,	and	Colossal	24.	If	the	creature	is	hexapedal	(6	legs)	multiply	
  the	total	determined	previously	by	2.	Octapedal	creatures	(8	legs)	
  multiply	the	total	by	x3.
  TREmEnDOUS STREngTH
  	
  For	Strength	scores	above	those	listed,	carrying	capacity	can	
  be	determined	as	follows:	Find	the	Strength	score	between	20	and	
  29	that	has	the	same	“ones”	digit	as	the	creature’s	Strength	score	
  and multiply the figures by four for every 10 points of Strength the 
  creature	has	above	that,	e.g.	x4	for	STR	30,	x6	for	40,	x64	for	
  50,	and	so	on.
  TABlE: Carrying Capacity
  Strength
  Light Load
  Medium Load
  Heavy Load
  	STR
  up	to	.3kg
  .4-2.7kg
  2.8-4.5kg
  2	STR
  up	to	2.7kg
  2.8-5.8kg
  5.9-9kg
  3	STR
  up	to	4.5kg
  4.6-9kg
  9.-3.5kg
  4	STR
  up	to	5.8kg
  5.9-.7kg
  .8-8kg
  5	STR
  up	to	7.2kg
  7.3-4.8kg
  4.9-22.5kg
  6	STR
  up	to	9kg
  9.-8kg
  8.-27kg
  7	STR
  up	to	0.3kg
  0.4-20.7kg
  20.8-3.5kg
  8	STR
  up	to	.7kg
  .8-23.8kg
  23.9-36kg
  9	STR
  up	to	3.5kg
  3.6-27kg
  27.-40.5kg
  0	STR
  up	to	4.8kg
  4.6-29.7kg
  29.8-45kg
  	STR
  up	to	7.kg
  7.2-34.2kg
  34.3-5.7kg
  2	STR
  up	to	9.3kg
  9.4-38.7kg
  38.8-58.5kg
  3	STR
  up	to	22.5kg
  22.6-45kg
  45.-67.5kg
  4	STR
  up	to	26.kg
  26.2-52.2kg
  52.3-78.7kg
  5	STR
  up	to	29.7kg
  29.8-59.8kg
  59.9-90kg
  6	STR
  up	to	34.2kg
  34.3-68.8kg
  68.9-03.5kg
  7	STR
  up	to	38.7kg
  38.8-77.8kg
  77.9-7kg
  8	STR
  up	to	45kg
  45.-90kg
  90.-35kg
  9	STR
  up	to	52.2kg
  52.3-04.8kg
  04.9-57.5kg
  20	STR
  up	to	59.8kg
  59.9-9.7kg
  9.8-80kg
  2	STR
  up	to	68.8kg
  68.9-37.7kg
  38.8-207kg
  22	STR
  up	to	77.8kg
  77.9-55.7kg
  55.8-234kg
  23	STR
  up	to	90kg
  90.-80kg
  80.-270kg
  24	STR
  up	to	04.8kg
  04.9-209.7kg
  209.8-35kg
  25	STR
  up	to	9.7kg
  9.8-239.8kg
  239.9-360kg
  26	STR
  up	to	37.7kg
  38.8-275.8kg
  275.9-44kg
  27	STR
  up	to	55.7kg
  55.8-3.8kg
  3.9-468kg
  28	STR
  up	to	80kg
  80.-360kg
  360.-540kg
  29	STR
  up	to	209.7kg
  209.8-49.8kg
  49.9-630kg
  +0	STR
  x4
  x4
  x4
  TABlE: Carrying loads
  Max
  Check
  Speed
  Load
  DEX
  Penalty
  (12m)
  (9m)
  Run
  Medium
  +3
  -3
  9m
  6m
  x4
  Heavy
  +
  -6
  9m
  6m
  x3
  HEIgHT AnD WEIgHT
  	
  You	may	choose	your	character’s	height	and	weight	based	
  on	 the	 ranges	 presented	 in	 the	 race	 descriptions,	 or	 you	 may	
  determine	this	randomly	using	the	Random	Height	and	Weight	
  table	below.
  	
  Base Height:	The	base	height	of	the	race	in	centimeters.
  	
  Height Modifier: Roll	 the	 listed	 dice	 and	 multiply	 the	
  result	by	5	as	shown	in	the	table.	Add	this	to	the	base	height	
  
  3
  BASIC ATTRIBUTES
  1
  in	 centimeters.	 For	 example,	 a	 male	 human	 character	 has	 a	
  base	height	of	40cm.	The	player	rolls	2d6	for	a	roll	result	of	7.	
  Multiplying	the	roll	by	5	the	player	determines	that	he	should	add	
  35cm	to	the	character’s	base	height	for	a	total	height	of	70cm.
  	
  Base Weight:	The	base	weight	of	the	race	in	kilograms.
  	
  Weight Modifier:	 Roll	 the	 listed	 dice	 and	 multiply	 the	 roll	
  result by the Height Modifier roll result. Add this to the base 
  weight	in	kilograms.	For	example	a	female	human	character	has	
  a	base	weight	of	44kg.	The	player	rolls	d6	for	a	roll	result	of	
  3.	Multiplying	this	against	a	previous	height	roll	of	7,	the	player	
  determines	 that	 she	 should	 add	 2kg	 to	 her	 character’s	 base	
  weight	for	a	total	of	65kg.
  TABLE: Random Height and Weight
  Base
  Height
  Base
  Weight
  Height
  Modifier
  Weight
  Modifier
  Vilani,	male
  40
  +2d6	(x5)
  54
  x	(d8)	kg
  Vilani,	female
  30
  +2d6	(x5)
  49
  x	(d6)	kg
  Zhodani,	male
  58
  +2d6	(x5)
  49
  x	(d8)	kg
  Zhodani,	female
  48
  +2d6	(x5)
  44
  x	(d6)	kg
  Human*,	male
  40
  +2d6	(x5)
  49
  x	(d8)	kg
  Human*,	female
  30
  +2d6	(x5)
  44
  x	(d6)	kg
  Vargr,	male
  30
  +2d6	(x5)
  46
  x	(d4)	kg
  Vargr,	female
  20
  +2d6	(x5)
  4
  x	(d4)	kg
  Aslan,	male
  70
  +2d6	(x5)
  60
  x	(d8)	kg
  Aslan,	female
  60
  +2d6	(x5)
  55
  x	(d8)	kg
  Sydite,	male
  90
  +2d6	(x5)
  80
  x	(2d6)	kg
  Sydite,	female
  80
  +2d6	(x5)
  75
  x	(2d6)	kg
  Ursa,	male
  200
  +4d6	(x5)
  300
  x	(4d6)	kg
  Ursa,	female
  80
  +4d6	(x5)
  250
  x	(4d6)	kg
  Virushi,	male
  70
  +4d6	(x5)
  230	
  x	(0d0)	kg
  Virushi,	female
  60
  +4d6	(x5)
  200	
  x	(0d0)	kg
  
  4
  HUmAn AnD AlIEn RACES
  2
  HUmAn AnD AlIEn RACES
  The	great	majority	of	characters	in	T20	will	be	humans,	but	even	
  humans	 vary	 considerably	 from	 place	 to	 place.	 Some	 human	
  societies	are	as	alien	as	anything	created	by	non-humans.	
  HUmAnITI
  	
  Humans	are	the	most	commonly	encountered	race	in	Charted	
  Space.	When	Terran	humans	reached	the	stars,	they	encountered	
  dozens	of	distinct	Human	races	(and	that’s	not	counting	minor	
  variations	among	colonists	after	a	mere	few	hundreds	of	years	
  on	non-Terra-like	worlds),	some	having	developed	rather	unique	
  racial	characteristics.	How	this	came	to	be	is	the	subject	of	many	
  debates,	 but	 it	 does	 appear	 that	 all	 owe	 their	 original	 genetic	
  heritage	to	the	Humans	of	Terra.
  	
  Most	humans	are	of	mixed	blood.	Some	“racial”	characteristics	
  have	survived	through	the	ages,	and	the	whole	range	of	human	
  variation	can	be	encountered.	On	some	worlds,	the	gene	pool	of	
  the	original	colonists	was	such	that	a	particular	skin	color	or	other	
  characteristic	dominated.	In	other	cases	a	cultural	characteristic	
  came to dominance, creating a society with the flavor of, say, 
  a	 Southeast	 Asian	 nation	 on	 Terra	 but	 very	 diverse	 physical	
  characteristics	among	the	populace.	Some	groups	of	colonists	
  were	shaped	by	their	environment,	coming	to	resemble	one	of	the	
  races	of	old	Terra	through	adaptation	to	similar	conditions.	
  HUMAN RACIAL TRAITS
  •	
  Human	base	speed	is	9	meters.
  •	
  Medium-size.	 Humans	 receive	 no	 special	 bonuses	 or	
  penalties	due	to	their	size.
  •	
  4	extra	skill	points	at	st	level	and		extra	skill	point	at	
  each	additional	level.
  •	
  	extra	feat	at	st	level.
  •	
  Automatic	Languages:	See	Subrace	information	below.
  mAJOR HUmAn SUBRACES
  	
  The	 various	 subraces	 of	 humaniti	 differ	 only	 slightly	 from	
  one	 another	 in	 most	 cases,	 and	 are	 usually	 interfertile.	 The	
  great	 majority	 of	 humans	 are	 of	 mixed	 blood.	 Note	 that	 these	
  subraces	have	nothing	to	do	with	the	various	ethnic	types	found	
  on	Earth.	Humans	of	any	of	the	subraces	–	and	especially	mixed	
  or	Solomani	humans,	can	display	the	physical	characteristics	of	
  any	20th	century	ethnic	group.	
  VIlAnI HUmAnS
  	
  Vilani	are	as	mixed	in	physical	characteristics	as	any	other	
  human	 group.	 Their	 culture	 is	 the	 remnant	 of	 an	 empire	 (the	
  Ziru	Sirka,	or	First	Imperium)	that	once	dominated	thousands	of	
  worlds.	The	traditions	of	the	Ziru	Sirka	remain	a	powerful	force	
  even	today.	Vilani	society	is	built	around	guilds	and	Bureaus	that	
  run	the	various	services	needed	to	keep	a	society	working;	these	
  too	are	holdovers	from	the	First	Imperium	period.
   
  Vilani view scientific and technological progress with disdain; 
  stability	is	more	important	than	progress.	Pure-blooded	members	
  of	the	race	tend	to	live	very	long	lives.	This	trait	is	rapidly	diluted	
  by	interbreeding.	When	selecting	Vilani	as	their	character’s	race,	
  players	 should	 state	 whether	 the	 character	 is	 of	 mixed	 or	 full-
  blooded	Vilani	descent.
  	
  Status:	Major	Race
  	
  Homeworlds:	Vland	A967A9A-D
  	
  Languages:	Galanglic	and	Vilani.
  SOlOmAnI HUmAnS
  	
  Originally	known	as	Terrans	or	Earthlings	among	themselves,	
  these	 humans	 of	 Terra	 (Earth)	 eventually	 adopted	 the	 title	 of	
  Solomani	 or	 the	 Men	 of	 Sol	 as	 the	 designation	 for	 their	 race.	
  Solomani or humans belonging to a Solomani-influenced culture 
  are	 more	 innovative	 and	 inquisitive	 than	 their	 Vilani	 cousins.	
  Solomani	are	explorers	and	tinkerers.	Solomani	societies	tend	to	
  be	more	violent	and	unstable	than	their	Vilani	equivalents.
  	
  Status:	Major	Race
  	
  Homeworlds:	Terra	(Earth)	A867A49-D
  	
  Languages:	Galanglic.
  mIxED RACE HUmAnS
  	
  The	 humans	 of	 Charted	 Space	 include	 some	 pure-blood	
  Vilani	and	Solomani	groups,	but	the	majority	are	of	mixed	blood.	
  Some	regions	are	dominated	by	Solomani	or	Vilani	cultural	ideas	
  Alien xp penalties
  Some	aliens	races	described	here	have	an	XP	penalty	listed	for	
  them.	A	character	of	this	race	must	earn	the	normal	amount	of	
  experience	required	to	attain	a	new	level	plus	the	amount	of	the	
  penalty	listed	for	their	race.
  	
  For	example	a	3rd	level	Ursa	character	(3000xp	penalty)	
  must	earn	then	normal	6000xp	to	reach	4th	level	plus	an	addition	
  3000xp	for	a	total	of	9000xp	before	reaching	4th	level.
  	
  A	st	level	Luriani	character	(000xp	penalty)	must	earn	a	
  total	of	2000xp	to	reach	2nd	level	and	to	reach	3rd	level	must	
  have	earned	a	total	of	4000xp.
  
  5
  HUmAn AnD AlIEn RACES
  2
  (this	has	little	to	do	with	lineage,	though	pure-blood	Vilani	tend	
  to	 maintain	 their	 traditional	 lifestyles).	 Most	 humans	 think	 of	
  themselves first as citizens of their homeworld, then as citizens 
  of	 any	 interstellar	 government.	 Cultural	 pollution	 has	 caused	
  many	worlds	(especially	those	on	major	trade	routes)	to	move	
  towards	 a	 “standard-starfaring”	 culture,	 though	 even	 this	 is	
  subject	to	local	variations.	Some	worlds	are	very	different	to	this	
  starfaring-norm	culture.	Diversity	(within	limits)	is	more	common	
  than	compliance.
  	
  Status: Major	Race
  	
  Homeworlds:	Numerous.
  	
  Languages:	 Galanglic	 and	 their	 own	 local	 homeworld	
  languages	(if	any).
  ZHODAnI HUmAnS
  	
  The	 other	 major	 human	 group	 is	 the	 Zhodani,	 who	 rule	 a	
  large	area	of	space	away	to	Coreward-Spinward.	The	Zhodani	
  have	embraced	telepathy	and	other	psionic	talents	and	are	ruled	
  by	a	psionic	nobility.	Their	society	is	stable	and	peaceable,	but	
  ready	to	defend	its	borders	against	aggression.		
  	
  At	the	top	of	the	Zhodani	social	order	are	the	psionic	nobles,	
  either	drawn	from	the	most	adept	psionicists	among	the	Intendant	
  class,	or	trained	from	birth	when	born	of	a	noble	family.	Nobles	in	
  Zhodani	society	form	the	core	of	the	elite	business	owners	and	
  managers,	politicians	and	military	leadership.
  	
  Below	 the	 nobility	 is	 the	 Intendant	 class.	 Intendants	 are	
  psionically	 trained	 individuals	 born	 of	 an	 Intendant	 family,	 or	
  selected	from	among	the	proles	for	their	high	psionic	potential.	
  Intendants	 act	 as	 the	 middle	 managers,	 bureaucrats,	 and	
  functionaries	of	Zhodani	society.	Many	are	assigned	as	personal	
  secretaries	to	individual	Zhodani	nobles.
  	
  The	Proles,	who	greatly	outnumber	Nobles	and	Intendants,	
  are	typically	not	psionic,	or	are	low	strength	natural	talents	without	
  any	formal	training.	The	Proles	are	the	contented	farmers,	factory	
  workers,	scientists,	technicians,	dockworkers,	supervisors,	junior	
  managers	and	enlisted	members	of	the	armed	forces	who	make	
  up	the	majority	of	Zhodani	society.
  	
  All	Zhodani	characters	with	a	Social	Status	of	6	or	higher	
  are	 nobles	 and	 are	 automatically	 considered	 to	 be	 a	 Natural	
  Psionic	Talent.	All	other	Zhodani	characters	should	automatically	
  be	 checked	 to	 see	 if	 they	 are	 a	 Natural	 Psionic	 Talent.	 If	 the	
  character	is	a	natural	talent	with	a	PSI	score	of	0	or	higher,	he	
  or	she	is	considered	to	be	an	Intendant.	If	an	Intendant’s	Social	
  Status	is	below	0,	it	is	automatically	raised	to	0.
  	
  Status:	Major	Race
  	
  Homeworlds:	Zhdant	A6547C8-D
  	
  Languages:	Zdetl.
  mInOR HUmAn SUBRACES
  	
  Various	groups	of	genetically	engineered,	adapted	or	pure-
  blood	humans	exist	in	Charted	Space;	some	of	them	in	strange	
  places.	 Cultures	 vary	 widely;	 usually	 this	 is	 the	 result	 of	 local	
  conditions.	 Not	 all	 of	 these	 offshoot	 species	 are	 capable	 of	
  interbreeding	with	genetically	“straight”	humans,	and	some	are	
  very	different	from	the	“human”	norm.
  	
  Status:	Minor	Race
  	
  Homeworlds:	Numerous.
  	
  Languages:	 Galanglic	 and	 their	 own	 local	 homeworld	
  languages	(if	any).
  lURIAnI
  	
  The	Luriani	are	an	amphibious	minor	human	race,	apparently	
  ‘seeded’	on	their	homeworld	of	Daramm	roughly	300,000	years	
  ago by the Ancients, in an (unfinished) attempt to breed a race 
  of	aquatic	humans	for	some	unknown	purpose.	Luriani	constitute	
  the	 third	 largest	 subrace	 of	 humans	 in	 the	 Gateway	 region,	
  second	only	to	humans	of	Vilani	or	Solomani	descent,	and	have	
  long	been	an	important	part	of	the	history	and	politics	of	Gateway	
  Domain.
   
  LURIANI RACIAL TRAITS
  	
  •	
  +000xp	penalty
  •	
  +2	Constitution,	-2	Wisdom.
  •	
  Luriani	base	speed	is	9	meters.
  •	
  Medium-size.	 Luriani	 receive	 no	 special	 bonus	 or	
  penalties	due	to	their	size.
  •	
  Can	dive	in	water	down	to	depths	of	240	meters	without	
  artificial aid.
  •	
  +2	 on	 all	 Will	 and	 Fortitude	 saves	 due	 to	 cold	
  conditions
  •	
  +4	to	all	Swim	checks.
  •	
  +2	to	all	Pilot	checks.
  •	
  Rarely	 will	 a	 Luriani	 have	 a	 Social	 Standing	 greater	
  than	5	(Referee	discretion).	Currently	there	are	only	7	
  known	hereditary	Luriani	nobles.
  •	
  Luriani	 do	 not	 receive	 the	 normal	 human	 skill	 point	
  bonus	at	st	and	subsequent	levels.
  •	
  Luriani	 do	 not	 automatically	 receive	 the	 extra	 starting	
  bonus	feat	that	normal	human	do.
  •	
  Automatic	Languages:	Standard	Luriani,	Galanglic,	Old	
  High	Vilani.
  	
  Personality:	Because	most	Luriani	are	right-brain	dominant	
  (and	thus	left-handed),	they	have	developed	a	highly	passionate	
  and	 artistically	 inclined	 society	 full	 of	 warm,	 uplifting	 music	
  and	 sensual	 dance.	 Highly	 individualistic,	 most	 Luriani	 live	 as	
  members	of	a	large	communal	type	family,	in	which	the	adults	
  are	members	of	a	group	marriage	and	all	children	are	considered	
  brothers	and	sisters,	and	all	adults	consider	all	the	children	their	
  own.
  	
  To	 help	 quell	 what	 some	 outsiders	 might	 consider	 their	
  ‘hotblooded’	nature	the	Luriani	have	evolved	a	Code	of	Honor	
  when	it	comes	to	family	and	individual	responsibilities.	To	a	Luriani	
  effort, hard work, and sincerity mean much more than the final 
  results.	When	resolving	matters	of	honor,	this	Luriani	trait	shows	
  
  6
  HUmAn AnD AlIEn RACES
  2
  through.	Instead	of	duels	to	settle	the	matter,	Luriani	engage	in	
  contests	of	skills	and	wit.	As	long	as	both	sides	put	forth	their	
  best	effort,	they	each	walk	away	from	the	contest	with	the	matter	
  settled	and	their	honor	intact,	no	matter	who	actually	wins.
  	
  Physical Description: At first glance, the Luriani appear 
  to	be	fairly	standard	as	humans	go,	although	a	bit	heavier	and	
  more rounded. Upon closer inspection, two significant differences 
  can	be	noted:	their	hands	and	feet	are	webbed,	and	their	skin	
  has	a	slick	appearance	from	the	natural	body	oils	they	secrete	to	
  protect	them	from	cold	waters	and	climates.	Much	less	apparent	
  is	the	second	eyelid,	which	protects	their	eyes	from	irritants	as	
  well	as	improving	their	vision	underwater.	To	protect	their	ears	
  from	the	pressures	of	deeper	dives,	they	can	voluntarily	control	
  the	muscles	of	the	inner	ear	and	seal	it	off.	
  	
  Internally	the	differences	are	more	notable	and	remarkable.	
  A	 subcutaneous	 layer	 of	 fat	 (causing	 their	 heavy,	 rotund	
  appearance)	 acts	 as	 an	 insulating	 layer	 against	 the	 cold	 and	
  helps	 store	 oxygen.	 Combined	 with	 an	 increased	 hemoglobin	
  levels	 in	 their	 blood,	 this	 allows	 Luriani	 to	 collapse	 their	 lungs	
  and	make	dives	far	deeper	than	any	normal	human,	up	to	240m.	
  Because	of	this	and	other	subtle	difference	in	their	biochemistry,	
  Luriani	tend	to	react	unpredictably	to	drugs	designed	for	standard	
  humans.
  	
  Luriani	are	not	interfertile	with	other	humans,	except	via	fairly	
  intensive	gene	therapy	treatments.
  	
  Status:	Minor	Race,	human
  	
  Homeworld:	Daramm	A45AA76-E
  	
  Languages:	Standard	Luriani,	Galanglic,	Old	High	Vilani
  	
  Adventurers:	 Luriani	 adventure	 for	 the	 same	 reasons	 as	
  any	other	human.
  SyDITES
  	
  The	Sydites	are	a	race	of	genetically	altered	humans	believed	
  to	have	been	bred	by	the	Ancients	for	work,	rather	than	brains	or	
  looks.	They	make	excellent	mechanics,	technicians	and	soldiers,	
  but	 being	 a	 bit	 unimaginative	 (some	 would	 say	 slow-witted)	 in	
  their	approach,	tend	not	to	do	well	in	positions	of	responsibility	
  and	authority.	While	not	generally	stupid,	most	tend	to	solve	the	
  problems	 they	 encounter	 by	 simple,	 direct	 means	 rather	 than	
  careful planning and finesse.
   
  SYDITE RACIAL TRAITS
  •	
  +2	Strength,	+2	Dexterity,	+2	Constitution,	-2	Intelligence,	
  -2	Wisdom,	-2	Charisma,	-2	Social	Standing.
  •	
  Sydite	base	speed	is	9	meters.
  •	
  Medium-size.	 Sydites	 receive	 no	 special	 bonus	 or	
  penalty	due	to	their	size.
  •	
  Even	though	they	have	4	limbs,	a	Sydite	may	undertake	
  actions	with	only	one	set	at	a	time	per	round.
  •	
  Sydites	 do	 not	 receive	 the	 normal	 human	 skill	 point	
  bonus	at	st	and	subsequent	levels.
  •	
  Sydites	do	not	automatically	receive	the	extra	starting	
  bonus	feat	that	normal	humans	do.
  •	
  Automatic	 Languages:	 Sopas,	 the	 native	 language	 of	
  the	Sydites.
   
  Personality:	Years	of	bigotry,	stereotyping,	and	xenophobia	
  have	 tended	 to	 portray	 the	 Sydites	 as	 a	 strong	 and	 fast	 but	
  ugly,	bumbling	and	inept	sub-race	of	humans.	The	Sydites	are	
  quite	aware	of	this	and	resent	the	image	and	the	dismissal	of	
  their	place	in	the	history	of	the	sector.	As	a	race	they	are	tired	
  of	being	thought	of	as	second-rate	people.	Despite	their	genetic	
  limitations,	 the	 Sydites	 have	 developed	 an	 impressive	 culture,	
  and	 once	 ruled	 a	 considerable	 empire	 in	 the	 Gateway	 Sector	
  region.
   
  Physical Description:	 Physically	 Sydites	 are	 quite	 a	 bit	
  larger	 than	 an	 average	 human	 (2-2.5m	 tall,	 30kg	 in	 weight).	
  They	are	also	rather	ugly	in	comparison,	having	a	more	brutish	
  and	blockier	facial	structure.	Their	size	and	general	appearance	
  is	not	the	most	striking	difference	from	the	standard	human	form	
  however.	Sydites	have	two	sets	of	arms,	the	upper	pair	designed	
  for heavy lifting, the second set designed for fine manipulatory 
  work.	The	upper	arms	have	an	effective	Dexterity	equal	to	one-
  half	 the	 Sydite’s	 Dexterity	 ability	 score,	 while	 the	 lower	 arms	
  have	an	effective	Strength	equal	to	one-half	the	Sydite’s	Strength	
  ability	score.	
  	
  Status:	Minor	Race,	human
   
  Homeworld:	 Khuur	 E959977-5	 (Known	 as	 Sopater	 to	 its	
  inhabitants)
   
  Languages:	All	Sydites	speak	Sopas,	their	native	tongue.	
  Those	living	outside	the	Khuur	league	or	those	that	deal	with	non-
  Sydites	on	a	regular	basis	also	typically	speak	Galanglic.
  	
  Adventurers:	Outside	of	their	own	worlds,	Sydites	are	often	
  hired	for	mercenary	work,	as	bodyguards	or	heavy	manual	labor,	
  though	 their	 temperament	 also	 reduces	 their	 odds	 for	 gaining	
  even	these	types	of	work	with	most	employers.
  	
  VARgR
  	
  Of	all	the	races	of	Charted	Space,	Vargr	are	the	most	similar	
  to	 humans,	 though	 their	 biology	 and	 culture	 is	 quite	 different.	
  Vargr	have	a	pack	mentality,	which	includes	an	obsession	with	
  status	and	“Prestige”,	and	are	known	for	their	liberal	attitude	to	
  laws.	 Vargr	 corsairs	 are	 notorious,	 and	 in	 some	 areas	 are	 the	
  only	contact	humans	have	with	Vargr.	However,	Vargr	are	part	of	
  human-dominated	society	in	many	regions.	
  	
  The	Vargr	are	an	intelligent	race	descended	from	a	carnivore/
  chaser	stock	that	has	a	remarkable	resemblance	to	the	native	
  Terran	(Earth)	animal	known	as	the	wolf.	
   
  VARGR RACIAL TRAITS
  	
  •	
  +000xp	penalty
  •	
  +2	Dexterity,	-2	Strength,	-2	Constitution.
  •	
  Vargr	base	speed	is	2	meters.
  •	
  Medium-size.	Vargr	receive	no	special	bonus	or	penalties	
  
  7
  HUmAn AnD AlIEn RACES
  2
  due	to	their	size.
  •	
  Eyesight	is	much	sharper	than	human	sight,	but	has	a	
  more	limited	range	of	color	sensitivity.	They	receive	a	+2	
  on	all	Search	checks.
  •	
  Hearing	is	excellent,	extending	into	lower	ranges	beyond	
  the	level	of	human	capability.	They	receive	a	+2	on	all	
  Listen	checks.
  •	
  Vargr	also	possess	a	keen	sense	of	smell,	gaining	them	
  a	+	on	all	Spot	checks.
  •	
  Vargr	enjoy	a	+	attack	bonus	when	attacking	with	their	
  claws	 or	 bite.	An	 unarmed	 Vargr	 may	 make	 two	 claw	
  attacks (1d4 + STR Modifier in damage each) as a full 
  round action, a single claw attack (1d4 + STR modifier 
  in	damage)	as	a	standard	action,	or	may	try	to	bite	an	
  opponent	(d6+3	damage)	as	a	standard	action	each	
  round.
  •	
  Vargr	have	a	special	characteristic	known	as	Prestige	
  that	 is	 based	 on	 the	 character’s	 Charisma	 score,	 but	
  works	 in	 place	 of	 Charisma	 when	 dealing	 with	 other	
  Vargr.	 It	 measures	 a	 Vargr’s	 status	 (not	 necessarily	
  self-worth)	among	his	or	her	peers.	Initially	the	Prestige	
  score	is	equal	to	the	character’s	Charisma	score	divided	
  by	3	(round	down,	minimum	of	).	When	a	new	level	is	
  achieved	the	Referee	should	determine	if	the	character	
  will	gain	or	lose	one	point	of	Prestige	(or	remain	at	the	
  same	score)	based	on	the	actions	of	the	character	since	
  they	gained	a	new	level.	Actions	of	notoriety	(good,	bad	
  or	otherwise)	are	more	likely	to	improve	Prestige	than	
  actions	that	gain	little	or	no	publicity.	Prestige-gaining	
  actions	 include	 leadership	 of	 a	 mission,	 promotion	
  to an impressive post or rank, particularly flamboyant 
  execution	of	a	task,	defeat	of	a	notorious	foe	or	avoiding	
  destruction	at	the	hands	of	such	a	foe	while	carrying	out	
  actions	that	diminish	them.	Prestige	loss	is	likely	when	a	
  character	suffers	public	defeat	or	humiliation,	is	eclipsed	
  by	another	character	of	lesser	Prestige,	or	is	forced	to	
  back	down	publicly.	For	high-Prestige	characters,	simply	
  not	gaining	more	Prestige	implies	that	they	have	started	
  "playing	 it	 safe".	 Prestige	 will	 be	 lost	 if	 the	 character	
  stops	trying	to	build	their	legend.
  •	
  Automatic	 Languages:	 Irilitok	 (in	 the	 Gateway	 region;	
  other	dialects	elsewhere)	and	Galanglic.
   
  Personality:	
  Vargr	
  are	
  frequently	
  characterized	
  as	
  ‘inconsistent’	 by	 outsiders,	 who	 see	 many	 of	 their	 behavior	
  patterns	 as	 contradictory	 and	 strange.	 They	 are	 a	 gregarious	
  people	who	take	great	joy	in	the	company	of	one	another,	and	
  seek	 the	 security	 and	 comfort	 of	 fellowship	 with	 other	 of	 their	
  own	kind.	Yet	at	the	same	time	Vargr	engage	in	almost	constant	
  struggles	to	achieve	prestige	and	dominance	within	their	group.	
  This	frequently	gives	the	appearance	of	a	quarrelsome,	sometimes	
  even	treacherous	nature.	Indeed,	Vargr	move	from	one	group	or	
  association	to	another	with	such	great	regularity	that	they	may	
  seem to have no loyalty to any specific institution or purpose. This 
  is	not	the	case.	Vargr	are	every	bit	as	loyal	to	their	cause,	leader,	
  or	institution	as	a	human	would	be,	but	they	know	that	eventually	
  the	time	will	come	to	shift	that	allegiance.	When	that	time	comes,	
  they	will	transfer	their	loyalty	to	some	new	focus,	and	remain	true	
  to	that	until	it	is	time	to	move	on.	Exactly	what	criteria	are	needed	
  to	convince	a	given	Vargr	that	it	is	time	to	change	varies	widely.
   
  Physical Description:	Physically,	Vargr	are	slightly	smaller	
  and	lighter	than	an	average	Human	(.6m,	60kg),	upright,	bipedal,	
  and	remarkably	humanoid	in	development	and	appearance.	They	
  are	 covered	 with	 short	 fur,	 which	 is	 generally	 brown,	 black,	 or	
  rust	colored	and	frequently	combines	shading	of	these	and	other	
  colors. Their tails are fairly long and generally end in a flaring 
  brush.	The	muzzle	is	much	shorter	and	less	pronounced	than	in	
  Terran canines, but is still quite evident. The fingers of a Vargr 
  also	retain	sharp	pointed,	non-retractable	nails	that	can	function	
  as	 claws	 in	 some	 close	 combat	 situations.	 On	 the	 whole	 their	
  reactions	are	slightly	faster	than	those	of	a	human.
  	
  Status:	Major	Race
   
  Homeworld:	Lair	A8859B9-D
   
  Languages:	 The	 most	 common	 dialect	 spoken	 by	 Vargr	
  in	 the	 Gateway	 region	 of	 space	 is	 Irilitok,	 though	 there	 are	
  numerous	 other	 Vargr	 dialects	 spoken	 through	 charted	 space.	
  Most	Vargr675t	also	speak	Galanglic.
  	
  Adventurers:	Vargr	are	well	suited	to	the	risk/reward	nature	
  of	 the	 ever-changing	 adventurer	 lifestyle.	 The	 inbuilt	 drive	 to	
  better	oneself	produces	many	born	adventurers,	and	thus	ideal	
  Traveller characters.
   
  Note: Other	versions	of	Traveller	do	not	have	a	Charisma	
  stat.	 Vargr	 Prestige	 is	 called	 Charisma	 in	 these	 versions.	 The	
  change	was	made	for	T20	to	avoid	confusion.	If	using	materials	
  written	for	a	different	Traveller	rules	set,	treat	any	reference	to	
  Charisma	as	Prestige.
  ASlAn
   
  The first humans to encounter this alien race thought the 
  humanoid	 Aslan	 to	 be	 vaguely	 “lion-like”	 in	 appearance	 and	
  labeled	them	with	an	appropriate	word	from	a	Terran	language.	
  The	 resemblance	 is	 fairly	 minor	 (and	Aslan	 certainly	 have	 no	
  connection	with	Terran	felines)	but	the	name	stuck.	Aslan	society	
  is	rigidly	divided	into	male	and	female	roles.	Males	are	warriors	
  and	protectors;	females	are	administrators	and	scientists.	Male	
  Aslan,	who	measure	wealth	in	terms	of	land	and	prestige,	have	
  difficulty in surviving in human society. Concepts like “money” are 
  
  8
  HUmAn AnD AlIEn RACES
  2
  alien	to	them,	while	humans	seem	to	lack	“honor”.	Females	are	
  more adept at organization, finance and business, and have far 
  fewer	problems	interacting	with	non-Aslan.
  	
  Aslan	are	descended	from	four-limbed	carnivorous	pouncer	
  stock	that	rose	to	the	top	of	the	food	chain	in	the	forests	of	their	
  homeworld,	Kusyu.	
   
  ASLAN RACIAL TRAITS
  	
  •	
  +000xp	penalty
  •	
  All	Aslan:	+2	Strength,	-2	Dexterity	
  •	
  Male	Aslan:	+	BAB	with	all	weapons	(which	makes+2	
  with	dewclaw;	see	below),	-2	Wisdom.	May	not	take	the	
  Academic,	Belter,	Professional,	Merchant,	or	TAS	Field	
  Reporter	classes.
  •	
  Female	 Aslan:	 May	 not	 take	 the	 Big	 Game	 Hunter,	
  Mercenary,	Noble,	Scout,	or	Ace	Pilot	classes.
  •	
  Medium-size.	 Aslan	 receive	 no	 special	 bonuses	 or	
  penalties	due	to	their	size.
  •	
  Require	0-	hours	of	sleep	every	32	or	will	begin	to	
  suffer	degradation	of	their	abilities.
  •	
  Aslan	 base	 speed	 is	 2	 meters.	 However	 they	 are	
  capable	of	short	bursts	of	speed.	In	combat	an	Aslan	
  has	a	movement	of	8	meters.
  •	
  Aslan	enjoy	a	+	BAB	when	attacking	with	their	dewclaws	
  (see	 Physical	 Description,	 below).	An	 unarmed	Aslan	
  may	make	two	separate	dewclaw	attacks	(d6	+	STR	
  modifier in damage each) as a full round action or a 
  single dewclaw attack (1d6 + STR modifier in damage) 
  as	a	standard	action	each	round.
  •	
  Hearing	is	superior	to	that	of	humans,	giving	all	Aslan	a	
  +	to	Listen	checks.
  •	
  Low	Light	Vision:	Aslan	can	see	twice	as	far	as	humans	
  in	starlight,	moonlight,	or	other	low	light	conditions.
  •	
  Automatic	Languages:	Aslan	and	Galanglic.
   
  Personality:	 The	 Aslan	 are	 a	 warrior	 race,	 noble	 and	
  proud.	They	are	dedicated	to	those	in	authority	above	them	and	
  responsible	for	those	who	owe	fealty	from	below.	Their	society	
  is	based	around	the	family	and	its	relationships.	They	are	fairly	
  touchy,	and	it	is	quite	easy	for	Aslan	to	give	or	take	offense.	Dueling	
  is	a	common	way	by	which	insults	and	slights	are	resolved.
  	
  Aslan	 are	 intolerant	 of	 anyone	 who	 does	 not	 share	 their	
  cultural values, which can lead to difficulties when interacting with 
  ‘foreign	barbarians’.	The	Tolerance	feat	allows	an	Aslan	to	get	
  along	with	foreigners	somewhat	better	than	otherwise,	reducing	
  the	number	of	challenges	an	Aslan	feels	compelled	to	issue.	
  	
  Aslan	 have	 a	 strong	 gender	 divide	 built	 into	 their	 culture:	
  males	are	warriors	and	leaders;	females	are	thinkers,	technicians,	
  businesspersons	and	diplomats.	The	idea	of	a	male	doing	‘female	
  work’	is	unthinkable,	and	it	is	almost	as	rare	for	females	to	have	
  any	male-oriented	skills.	As	a	result	of	this	deep-rooted	divide,	
  Aslan find it difficult to comprehend the idea that males and 
  females	of	other	species	can	do	any	work	they	please.	
  	
  Thus	
  gunners,	
  pilots,	
  law	
  enforcement	
  personnel,	
  commanding officers, and people with other “action oriented” 
  jobs	will	be	referred	to	in	the	masculine	only	by	an	Aslan,	and	
  navigators, businesspersons, executive officers, engineers, repair 
  technicians,	 and	 those	 undertaking	 other	 intensely	 educated	
  or	 ‘thinking’	 tasks	 will	 be	 referred	 to	 as	 female.	 Stewards,	
  entertainers,	reporters,	and	artists	will	be	referred	to	by	physical	
  gender.	The	Tolerance	feat	allows	a	DC0	Wis	check	to	get	things	
  right;	not	having	the	feat	makes	this	DC8
  	
  Aslan	 males	 have	 a	 territorial	 instinct	 to	 acquire	 and	
  accumulate	land.	This	is	the	male’s	primary	goal	in	life,	his	status	
  being	determined	by	the	amount	of	land	he	controls.	In	society	
  most	males	(except	the	lowest	classes)	are	found	in	the	military	
  or	in	politics.	Aslan	females	are	the	ones	that	handle	the	trade,	
  industry,	and	accumulation	of	knowledge	within	Aslan	society.
  	
  Aslan	measure	Soc	by	how	much	land	an	individual	or	his	kin	
  can	lay	claim	to.	A	low	to	moderate	Soc	(up	to	about	2)	usually	
  indicates	that	the	Aslan	has	little	or	no	land	of	his	own	-	his	Soc	
  is	due	to	the	holdings	of	his	clan	(or	a	family	within	the	clan).	Soc	
  of	2	or	above	usually	indicates	that	the	character	has	at	least	
  a	small	amount	of	land	somewhere,	and	the	more	he	has,	the	
  higher	his	Soc	will	be.	This	land	may	actually	be	pretty	worthless	
  –	a	few	square	miles	of	pasture	or	lonely	moorland	–	but	to	the	
  Aslan	the	ability	to	take	land	and	keep	others	from	taking	it	away	
  is	the	measure	of	a	male’s	importance.
   
  Physical Description:	 Aslan	 are	 upright	 bipeds	 standing	
  roughly	of	Human	height	(.8-2m).	They	weigh	on	average	00kg.	
  The Aslan hand has three fingers opposing a single medial placed 
  thumb,	and	all	have	retractable	claws.	In	addition,	Aslan	have	a	
  single	highly	specialized	claw	under	each	thumb.	This	‘dewclaw’	
  folds	back	jack-knife	fashion	into	a	horny	covering	in	the	base	
  of	 the	 thumb	 and	 palm.	The	 presence	 of	 these	 claws	 and	 the	
  general	body	structure	of	Aslan	make	them	somewhat	clumsy	by	
  human	standards,	but	what	they	lack	in	dexterity	they	make	up	for	
  in	strength.
  	
  Status:	Major	Race
  	
  Homeworld:	Kusyu	A876986-C
  	
  Languages:	Aslan	all	share	a	common	language	and	culture.	
  Most	Aslan	encountered	in	human	space	also	speak	Galanglic.
  	
  Adventurers:	Male	Aslan	will	likely	be	adventuring	with	the	
  eventual	goal	of	acquiring	land.	Female	Aslan	may	be	adventuring	
  for	business	or	personal	reasons.
  mInOR RACES
  	
  There	 are	 many	 minor	 races	 –	 some	 very	 alien	 indeed	 –	
  throughout	Charted	Space.	Not	all	of	them	are	what	they	seem.	
  
  9
  HUmAn AnD AlIEn RACES
  2
  The	Referee	is	free	to	develop	his	or	her	own	minor	races,	both	
  human and alien, as necessary.  Some examples from the Official 
  Traveller	Universe	are	given	below.
  URSA
  	
  Ursa	 are	 a	 genetically-uplifted	 Terran	 animal	 species,	
  like	 Dolphins	 and	 Orca.	 The	 Solomani	 corporation	 GenAssist,	
  established	to	adapt	Terran	native	lifeforms	to	alien	climates,	saw	
  a	need	for	creatures	that	could	assist	in	colonizing	and	developing	
  various	types	of	worlds	for	the	Rule	of	Man.	To	that	end,	GenAssist	
  began	research	on	a	number	of	species	that	might	prove	to	be	
  of	use.	The	Ursa	were	developed	fairly	late	in	the	project.	It	was	
  anticipated	that	they	would	be	used	on	higher	than	normal	gravity	
  planets	or	worlds	with	many	hostile	and	dangerous	lifeforms.	
  	
  The	project	was	declared	a	failure	and	dropped	in	favor	of	
  more	 promising	 species,	 and	 the	 experimental	 colonies	 were	
  scheduled	for	extermination.	The	inhabitants	of	one	Ursa	colony	
  succeeded	in	defeating	the	GenAssist	death	squads	and	seizing	
  a	number	of	starships.	Rather	than	immediately	making	for	safety,	
  these	brave	few	gambled	the	survival	of	their	entire	species	by	
  conducting	 a	 rescue	 of	 as	 many	 of	 their	 brethren	 as	 possible	
  from other colonies. Only then did they flee into deep space. The 
  Ursa	 managed	 to	 reach	 suitable	 worlds	 and	 established	 small	
  colonies,	some	of	which	still	exist.	Ironically,	their	actions	proved	
  that	far	from	being	a	failure,	the	Ursa	Uplift	Project	had	been	an	
  incredible	success.
  	
  GenAssist	hunted	the	Ursa	for	a	time,	but	eventually	found	
  more	productive	activities	to	engage	in.	The	whole	incident	was	
  quietly	forgotten	about	–	at	least	by	GenAssist	and	the	Rule	of	
  Man.
  	
  Some	 humans,	 particularly	 those	 of	 strong	 Solomani	
  background,	 still	 look	 at	 the	 Ursa	 and	 other	 uplifted	 races	 as	
  inferior	beings,	not	much	above	the	animals	they	were	engineered	
  from,	and	who	should	be	grateful	to	those	who	gave	them	the	
  intelligence	and	station	they	now	possess.	Such	bigotry	is	one	
  reason	for	Ursa	clannishness.	
  	
   
  URSA RACIAL TRAITS
  	
  •	
  +3000xp	penalty
  •	
  +4	Strength,	+2	Constitution,	-2	Dexterity,	-2	Intelligence,	
  -4	Social	Standing.
  •	
  Constitution	ability	score	x	2	=	Starting	Stamina	points.
  •	
  0	+	Constitution	score	=	Lifeblood	points.
  •	
  Ursa	base	speed	is	2	meters.
  •	
  Large-size.	Ursa	receive	a	-	attack	and	AC	penalty	due	
  to	their	size.
  •	
  +	natural	AC	bonus.
  •	
  Ursa	have	two	natural	methods	of	attack,	the	slap	and	
  the	hug.	Unless	an	Ursa	has	multiple	attacks	due	to	their	
  level,	they	may	only	make	one	slap	attack	per	round	as	
  a	standard	action.	Ursa	have	a	+	BAB	when	making	a	
  slap attack and will inflict 1d8+2 damage if they hit. The 
  hug requires a successful grapple attack, and will inflict 
  2d6+Str modifier in damage per round it is held.
  •	
  Low	Light	Vision:	Ursa	can	see	twice	as	far	as	humans	
  in	starlight,	moonlight,	or	other	low	light	conditions.
  •	
  +2	to	all	Listen	and	Spot	checks.
  •	
  +4	to	Move	Silent	Checks.
  •	
  Automatic	Languages:	Galanglic.
   
  Personality:	 The	 Ursa	 are	 quite	 clannish,	 preferring	 their	
  own	company	after	centuries	of	persecution	and	bigotry	at	the	
  hands	of	some	humans.	Because	this	love	of	clan	and	race	is	so	
  strong,	and	because	their	numbers	compared	to	other	races	are	
  so	small,	an	Ursa	will	take	extreme	measures	or	perhaps	even	
  allow	himself	to	be	killed	rather	than	take	the	life	of	a	fellow	Ursa.	
  This does not mean the Ursa do not fight among themselves, 
  but	when	such	instances	do	occur	they	are	ritualistic	battles	for	
  show	rather	than	an	attempt	to	truly	injure	the	opponent.	While	
  some	injuries	do	occur	in	such	battles,	they	tend	to	be	non-life	
  threatening.
  	
  Among	non-Ursa,	they	tend	to	be	reserved,	speaking	when	
  spoken	to	or	when	needed.	It	is	only	with	those	whom	an	Ursa	
  has	come	to	trust	that	they	will	open	up	and	reveal	a	much	lighter	
  and	 playful	 side.	 Such	 trust	 must	 be	 earned,	 and	 is	 not	 given	
  easily.
   
  Physical Description:	Uplifted	from	the	brown	bear	found	
  on	Terra,	the	Ursa	stand	erect	some	2.5	to	3	meters	tall,	.2	to	
  .5	meters	when	on	all	fours,	and	2	to	2.5	meters	when	sitting.	
  They	typically	walk	on	all	fours,	but	are	quite	capable	of	bipedal	
  movement	 when	 needed	 or	 desired.	 When	 dealing	 with	 races	
  smaller	than	themselves,	Ursa	tend	to	sit	on	their	rears	(bringing	
  them	down	to	eye	level	with	most	humans)	or	stand	on	all	fours.	
  They	do	not	typically	wear	pants	or	footgear	(unless	needed),	but	
  often	sport	tunics	and	body	packs	for	their	carrying	capacity	and	
  (when	needed)	rank	and	identifying	insignia.
  	
  Status:	Uplifted	animal	race
   
  Homeworld:	Khush	C998509-5
   
  Languages:	All	Ursa	speak	Galanglic	as	their	native	tongue,	
  being	an	uplifted	race.
  	
  Adventurers:	Most	Ursa	that	venture	beyond	their	adopted	
  homeworld	 do	 so	 as	 bodyguards	 and	 mercenaries,	 jobs	 for	
  which	they	are	highly	prized.	A	few	may	also	be	found	traveling,	
  satisfying	an	innate	wanderlust	and	seeking	to	better	understand	
  the	place	of	the	Ursa	in	the	universe.	
  VIRUSHI
  	
  Despite	 their	 enormous	 size	 and	 nicknames	 such	 as	
  ‘centaurs	with	tank	blood’	or	‘intelligent	bulldozers’,	the	Virushi	
  are	truly	gentle	giants.	They	are	extremely	polite	and	soft-spoken;	
  indeed	their	voices	are	naturally	weak	and	quiet	in	normal	(for	
  humans)	atmospheres,	having	been	evolved	for	use	in	a	much	
  denser	atmosphere.
  	
  Because	 they	 were	 one	 of	 the	 larger	 lifeforms	 on	 their	
  homeworld,	 the	 Virushi	 never	 came	 under	 serious	 threat	 from	
  
  20
  HUmAn AnD AlIEn RACES
  2
  other	species.	Their	society	has	thus	not	evolved	much	beyond	
  the	 ‘cooperative’	 stage,	 with	 most	 Virushi	 preferring	 to	 remain	
  apart	from	their	fellows.	They	will	typically	work	together	only	on	
  those projects that profit both the individuals involved and Virushi 
  society	as	a	whole.	Thus	the	Virushi	have	ultimately	become	an	
  almost	utopian	culture;	contented,	pastoral,	highly	supportive	of	
  individual	 freedom.	A	 Virushi	 will	 willingly	 cooperate	 on	 almost	
  any	task	if	so	inclined,	but	it	is	almost	impossible	to	order	one	to	
  do	anything	he	or	she	does	not	want	to.
   
  VIRUSHI RACIAL TRAITS
  	
  •	
  +6000xp	penalty
  •	
  +0	 Strength,	 +2	 Dexterity,	 -2	 Social	 Standing,	 -2	
  Charisma.	
  •	
  Constitution	x	5	=	Starting	Stamina	Points.
  •	
  20	+	Constitution	=	Starting	Lifeblood	Points.
  •	
  Virushi	base	speed	is	6	meters.
  •	
  Large-size.	Virushi	receive	a	-	attack	and	AC	penalty	
  due	to	their	size.
  •	
  +6	natural	AC	bonus.
  •	
  -4	to	all	Listen	and	Spot	checks.
  •	
  Automatic	 Languages:	 Virush	 (native	 language)	 and	
  Galanglic.
  •	
  May	not	select	the	Mercenary,	Barbarian,	Rogue,	Army,	
  Navy,	Marine,	Ace	Pilot,	or	Big	Game	Hunter	classes.
  •	
  May	 attack	 up	 to	 twice	 per	 round	 with	 their	 natural	
  weapons,	once	using	their	lower	arms	as	a	pair	of	clubs	
  (2d6 + Str modifier for damage), and once with their tail 
  (3d6 + Str modifier for damage).
  	
  Personality:	 Virushi	 are	 a	 bit	 of	 a	 contrast	 in	 terms	 of	
  personality.	 They	 are	 quite	 individualistic	 and	 very	 unlikely	 to	
  obey	orders,	yet	a	Virushi	is	usually	quite	willing	to	‘lend	a	hand’	
  when they see it is needed and would benefit not only themselves 
  but	others	too.	Virushi	individualism	appears	to	create	grounds	
  for	friction,	yet	causes	surprisingly	little.	This	is	mainly	a	result	of	
  their	polite	willingness	to	accept	differences	rather	than	come	into	
  conflict over them.
   
  Despite their calm and placid demeanor, Virushi will fight if 
  necessary,	for	example	to	defend	the	lives	of	friends,	family,	or	
  other charges. They do not seek out conflict and will not press 
  a confrontation if the aggressor backs down. It is very difficult 
  to	make	a	Virushi	angry,	as	they	are	largely	indifferent	to	pain	
  even	on	the	rare	occasions	when	they	are	under	serious	threat	
  of	bodily	harm.	They	will	almost	always	calmly	and	rationally	(at	
  least	to	a	Virushi)	attempt	to	discuss	and	negotiate	a	non-violent	
  solution	to	a	situation.	If	violence	proves	necessary,	this	too	will	
  be	 administered	 in	 a	 calm	 and	 rational	 manner	 –	 though	 the	
  distinction	is	likely	to	be	irrelevant	to	the	person	on	the	receiving	
  end!
  	
  Physical Description:	 Standing	 almost	 .8	 meters	 at	 the	
  shoulder	and	tipping	the	scales	at	close	to	000kg,	the	Virushi	
  are	 one	 of	 the	 largest	 sophont	 races	 ever	 encountered.	 The	
  high	 gravity,	 dense	 atmosphere,	 and	 heavy	 radiation	 on	 their	
  homeworld	have	evolved	the	Virushi	into	the	impressive	lifeforms	
  they	are	today.
  	
  These	massive	creatures	are	covered	by	overlapping	plates	
  of	armor	with	a	texture	similar	to	hardened	leather.	They	walk	
  on	four	tree-thick	legs,	and	are	capable	of	extraordinary	feats	of	
  dexterity	with	an	upper	pair	of	almost	human	sized	arms,	while	
  their	lower	pair	of	arms	are	heavily	muscled.	These	lower	arms	are	
  designed	for	heavily	lifting,	making	the	upper	pair	look	withered	
  in	comparison.	Adding	to	their	overall	mass	is	a	rather	thick	tail	
  that	makes	a	potent	defensive	weapon	when	needed.	The	upper	
  arms	have	only	one-half	the	strength	of	the	lower	arms,	while	the	
  lower	arms	only	have	one-half	the	dexterity	of	the	upper	arms.
  	
  This	immense	size	and	strength	is	somewhat	offset	by	very	
  poor	sensory	perception.	Virushi	eyes,	buried	beneath	massive	
  brow	ridges,	are	adapted	to	work	in	brilliant	sunlight	and	perform	
  rather	 poorly	 under	 lower	 light	 conditions.	 Their	 hearing	 is	
  similarly	degraded	under	normal	atmospheric	conditions,	having	
  evolved	to	hear	sounds	transmitted	in	a	dense	atmosphere.	They	
  find normal human speech very near the threshold limits of their 
  hearing.
  	
  Status:	Minor	Alien	Race
  	
  Homeworld: Virshash	AA8790-D
  	
  Languages:	Virush	is	the	native	language	of	the	Virushi,	but	
  most Virushi are also fluent in Galanglic.
  	
  Adventurers:	 When	 Virushi	 are	 found	 away	 from	 their	
  homeworld,	 they	 are	 usually	 employed	 in	 careers	 that	 stress	
  service	 to	 others.	 Because	 of	 their	 great	 dexterity	 they	 make	
  excellent	 doctors.	 Virushi	 surgeons	 are	 renowned	 throughout	
  Charted	 Space.	 Despite	 their	 great	 size	 and	 strength,	 Virushi	
  are	not	found	in	military	or	similarly	structured	organizations	as	
  Virushi	do	not	take	orders	from	anyone.
  
  2
  HOmEWORlDS
  3
  	
  The	environment	and	society	of	the	world	where	a	character	
  grew	up	plays	a	large	part	in	determining	their	starting	capabilities.	
  In	game	terms,	the	Home	or	Birth	World	rules	give	a	character	a	
  few extra specific skills added to their basic class skills, based 
  on	 the	 world	 the	 character	 comes	 from.	 These	 rules	 do	 not	
  determine a specific homeworld by name, but rather creates 
  a	general	characterization	of	the	world.	This	way	the	player	or	
  Referee is free to select an appropriate world from the specific 
  campaign locale. Alternately, the Referee may assign a specific 
  homeworld to each character as he or she sees fit, or allow the 
  players	to	select	their	own	homeworld	from	the	campaign	maps.
  DETERmInIng THE HOmEWORlD
   
  The first step is to determine the general level of technological 
  development	available	on	the	character’s	homeworld.	Roll	d6	
  and	consult	the	table	below	to	determine	the	technological	group	
  of	the	character’s	homeworld.	
  1d6
  Tech Level Group
  TL
  Prohibited Core 
  (starting) Classes
  
  Very	Low	Technology
  d4-	
  (0-3)
  Belter,	Traveller
  2
  Low	Technology
  d3+3	
  (4-6)
  Belter,	Traveller
  3
  Mid-Level	Technology
  d3+6	
  (7-9)
  Belter
  4	
  High	Technology	
  d3+9	
  (0-2)
  None
  5	
  High	Technology	2
  d3+9	
  (0-2)
  None
  6
  Very	High	Technology
  d3+2	
  (3-5)
  None
  	
  TL Range:	 The	 actual	 Technology	 Level	 rating	 for	 the	
  character’s homeworld has a significant bearing on the 
  effectiveness	 of	 a	 character’s	 education.	 For	 every	 2	 points	 a	
  character’s	homeworld	TL	is	below	,	he	reduces	his	Education	
  score	 by	 	 (minimum	 score	 of	 0).	 Conversely,	 for	 every	 two	
  points	a	character’s	home	TL	is	above	0,	he	may	add		to	his	
  Education	 score.	Any	 disadvantage	 a	 character	 suffers	 from	 a	
  low	homeworld	TL	may	be	offset	by	attending	the	University.
  	
  Prohibited Core Classes:	 Characters	 from	 certain	 tech	
  level	 worlds	 may	 be	 prohibited	 from	 selecting	 certain	 classes	
  when first creating their character. These restrictions do not apply 
  to	any	Service	or	Prestige	classes	introduced	later	in	this	book	
  or future supplements, unless otherwise noted within the specific 
  service	or	prestige	class	description.
  Homeworld Education
  TL
  Modifier
  0-
  -5
  2-3
  -4
  4-5
  -3
  6-7
  -2
  8-9
  -
  0-
  +/-0
  2-3
  +
  4-5
  +2
  6	or	higher
  +3
  WORlD TRADE ClASSIFICATIOn
  	
  Once	 you	 have	 determined	 the	 Tech	 Level	 (TL)	 for	 the	
  character’s	 homeworld,	 you	 are	 ready	 to	 determine	 the	 basic	
  characteristics	 of	 the	 world.	 Roll	 d2	 on	 the	 table	 below	 to	
  determine the primary trade classification of the character’s 
  homeworld, modified based on the TL (if any). This trade 
  classification has a direct bearing on the types of skills that are 
  available	to	a	character	in	the	next	step.
  1d12
  Primary Trade Classification
  
  None
  2
  Low	Population
  3
  Desert
  4
  Ice-capped
  5
  Poor
  6
  Non-Industrial
  7
  Agricultural
  8
  Non-Agricultural
  9
  Industrial
  0
  High	Population
  
  Water	World
  2
  Rich
  3
  Fluid	Ocean
  4
  Vacuum
  5
  Asteroid	Belt
  TL Modifier:
  +	if	Homeworld	TL	8+;	+2	if	Homeworld	
  TL	0+;	+3	if	Homeworld	TL	2+.	These	
  modifiers do not stack.
   
  Agricultural (Ag)	 Exports	 food.	 Imports	 manufactured	
  goods,	luxury	goods,	and	raw	materials.
   
  Asteroid Belt	 (Ast) Not	 a	 world	 but	 a	 planetoid	 belt.	
  Inhabitants	live	among	domes	and	stations	among	the	asteroids.
   
  Desert	(De)	A	dry	world	with	little	or	no	water	available	on	its	
  surface.
  	
  Fluid Oceans	(Fl)	A	world	on	which	the	oceans	are	a	liquid	
  other	than	water.
  	
  High Population	(HiPop	or	Hi)	The	world	has	a	billion	or	
  more	inhabitants.
  	
  Ice Capped	(Ic)	A	world	with	frozen	polar	ice	caps.
  	
  Industrial	(In)	Exports	manufactured	goods	and	some	luxury	
  goods.	Imports	food	and	raw	materials.
  	
  Low Population	(LoPop	or	Lo)	The	world	has	fewer	than	ten	
  thousand	inhabitants.
   
  Non-Agricultural	 (Na)	 Exports	 raw	 materials	 and	 some	
  manufactured	goods.	Imports	food	and	luxury	goods.	Often	a	pre-
  industrial	world.
   
  Non-Industrial	(Ni)	Exports	raw	materials	and	some	food.	
  Imports	 manufactured	 goods	 and	 luxury	 goods.	 Often	 a	 pre-
  agricultural	world.
   
  Poor (Po) Exports little. Imports everything. Significant areas 
  may	remain	undeveloped	or	uninhabited.
  HOmEWORlDS
  
  22
  HOmEWORlDS
  3
   
  Rich	(Ri)	Exports	luxury	goods.	Imports	little.	These	are	very	
  ‘Terrestrial’	worlds,	well	suited	to	human	life.
   
  Water World	(Wa)	The	great	majority	(95%+)	of	the	surface	
  of	the	world	is	covered	by	water	oceans.
   
  Vacuum	(Va)	A	world	with	no	atmosphere	at	all.
   
  For worlds with no trade classification, roll on either the Na or 
  Ni	tables.
  	
  WORlD SKIllS
  	
  A	 character	 receives	 one	 rank	 in	 the	 K/Homeworld	 skill,	
  representing	 knowledge	 of	 the	 world,	 its	 history,	 important	
  figures, major landmarks, etc. Further, the technological group of 
  the	homeworld	allows	for	a	number	of	permanent	skill	bonuses	
  for	certain	skills.	The	skills	allowed	are	determine	by	the	Primary	
  Trade	Code	(see	the	table	below).		
  	
  A	 character	 may	 not	 select	 a	 skill	 that	 is	 higher	 than	 the	
  technology	level	of	their	homeworld,	but	may	select	a	skill	that	
  is	up	to	two	ranks	lower	than	the	technology	of	their	homeworld.	
  For	example:	a	character	from	a	High	technology	world,	selecting	
  a	skill	from	the	Non-Industrial	list	could	select	the	T/Mechanical,	
  Handle	Animal,	or	Ride	skill,	but	could	not	select	the	Survival	or	
  Knowledge skill for that trade classification.
   
  A skill may be chosen more than once. The first time a skill 
  is	selected,	the	character	receives	a	permanent	+	background	
  bonus	whenever	attempting	to	use	that	skill.	This	bonus	stacks	
  with	any	other	bonuses.	Each	additional	selection	of	a	skill	will	
  add	an	addition	+	to	the	background	bonus	for	that	skill.
  	
  Exactly	 how	 many	 skill	 bonuses	 a	 character	 may	 take	
  depends	on	the	TL	of	their	homeworld.
   
  Very High or High Tech:	3	skill	bonuses.	Characters	from	
  a	higher	technology	world	generally	have	much	more	free	time	
  in	 which	 to	 pursue	 other	 interests	 beside	 work	 than	 at	 lower	
  technology	 levels.	 Characters	 from	 these	 worlds	 automatically	
  None
  Non-Ind (Ni)
  Tech Group
  Agricultural (Ag)
  Non-Agricultural (Na)
  Industrial (In)
  LoPop (LoPop)
  Very Low (0-3)
  Handle	Animal
  Survival
  Handle	Animal
  Survival
  Low (4-6)
  Ride
  Navigation
  T/Mechanical
  Handle	Animal
  Middle (7-9)
  Driving*
  T/Mechanical
  T/Communications
  Ride
  High (10-12)
  T/Mechanical
  T/Communications
  T/Electronics
  T/Mechanical
  Very High (13+)
  Knowledge
  P/Prospecting
  T/Gravitics
  Knowledge
  Tech Group
  Asteroid Belt (Ast)
  Fluid Ocean (Fl)
  Desert (De)
  Water World (Wa)
  Very Low (0-3)
  -
  Survival
  Survival
  Swim
  Low (4-6)
  -
  Driving**
  Spot
  Survival
  Middle (7-9)
  T/Astrogation
  Navigation
  Intuit Direction
  Driving**
  High (10-12)
  T/Communications
  K/Chemistry
  Navigation
  Navigation
  Very High (13+)
  P/Prospecting
  T/Communications
  T/Communications
  T/Communications
  Tech Group
  Rich (Ri)
  Poor (Po)
  High-Pop (HiPop)
  Vacuum (Va)
  Very Low (0-3)
  Craft
  Intimidation
  Leader
  -
  Low (4-6)
  Entertain
  Bluff
  Trader
  -
  Middle (7-9)
  Knowledge
  Gather	Information
  P/Administration
  T/Mechanical
  High (10-12)
  Gambling
  Forgery
  K/Interstellar Law
  T/Communications
  Very High (13+)
  Liaison
  P/Prospecting
  Liaison
  T/Astrogation
  The trade classification Ic (Ice-capped) provides no specific World skills. 
  *	Automatically	gains	the	Vehicle/Wheeled	feat	if	the	character	does	not	already	possess	it.
  **	Automatically	gains	the	Vehicle/Watercraft	feat	if	the	character	does	not	already	possess	it.
  receive	a	+	bonus	to	the	T/Computer	skill	in	addition	to	any	other	
  skills	selected.
   
  Mid Tech:	 3	 skill	 bonuses.	 Characters	 from	 a	 middle	
  technology	 world	 manage	 to	 strike	 a	 better	 balance	 between	
  work	and	the	pursuit	of	other	interests.
   
  Very Low or Low Tech:	 	 skill	 bonus.	 Characters	 from	
  lower	 technology	 worlds	 spend	 the	 vast	 majority	 of	 their	 time	
  working	and	just	trying	to	survive.	Characters	from	these	worlds	
  automatically	gain	a	+	bonus	to	the	Ride	and	Survival	skill	in	
  addition	to	any	other	skill	selected.
  WORlD FEATS
  	
  Characters	may	also	start	out	with	an	automatic	feat	based	
  on	the	technology	level	and	one	or	more	for	the	environment	of	
  their	homeworld.	Consult	the	chart	below	to	see	what	feats	your	
  character qualifies for:
  World Tech Level
  or Environment
  Automatic Feats
  Very	Low	Tech
  Tracker	and	Trapping
  Low	Tech
  Weapon/Swordsman
  Mid	Tech
  Vehicle/Wheeled*
  High	Tech
  Vehicle/Grav**
  Very	High	Tech
  Vehicle/Grav**
  Asteroid	Belt	or	Vacuum	
  World
  Vac	Suit	and	Zero-G/Low	
  Gravity	Adaptation
  	 	 *	 Automatically	 gains	 the	 Driving	 skill	 (cross-class	 unless	
  otherwise	noted	as	a	class	skill)	at	skill	rank	0.
  	 	 **	 Automatically	 gains	 the	 Pilot	 skill	 (crossclass	 unless	
  otherwise	noted	as	a	class	skill)	at	skill	rank	0.
  
  23
  HOmEWORlDS
  3
  
  24
  4
  pRIOR HISTORy
  In	Traveller,	the	player	characters	are	rarely	neophytes	released	
  onto	 an	 unsuspecting	 universe.	 They	 tend	 to	 be	 older,	 more	
  experienced	 characters	 who	 know	 what	 they	 are	 doing.	 This	
  doesn’t	mean	it	isn’t	possible	or	permissible	to	create	and	play	
  a	character	starting	from	st	level	with	no	experience,	it’s	just	not	
  the	norm.	If	you	wish	to	play	a	st	level	character,	just	skip	this	
  section	and	move	straight	on	to	Classes	and	Levels.
  	 If	you	do	wish	to	play	a	more	experienced	character,	there	are	
  two ways to do it. The first and easiest way is to simply decide 
  what	level	you	want	the	character	to	start	the	game	at	and	move	
  directly	on	to	Classes	and	Levels.
  	 The	second,	and	in	our	opinion	preferred	method	to	creating	
  a	more	experienced	character	is	to	use	the	prior	history	system	
  detailed	herein.
  	 Under	 the	 prior	 history	 system	 a	 character	 will	 spend	 one	
  or	 more	 ‘terms’,	 usually	 a	 four	 year	 period,	 either	 working	 or	
  furthering	 their	 education.	 While	 serving	 a	 term,	 the	 character	
  will	have	an	opportunity	to	earn	experience	points,	promotions,	
  decorations,	or	even	cash	bonuses.	In	addition,	the	events	that	
  occur	during	a	term	can	help	shape	and	develop	the	background	
  story	of	the	character.
  BEgInnIng A TERm
  	 A	 character	 faces	 a	 dilemma:	 enter	 a	 career	 or	 further	 their	
  education and training? It is up to the player to decide which 
  option	best	suits	their	planned	career	path;	the	character	will	earn	
  experience	and	other	bonuses	whichever	option	they	choose.	It	
  is	 possible	 to	 take	 a	 career	 break	 to	 attend	 an	 educational	 or	
  training	facility	later	on.
  	 The Educational Path:	A	character	with	an	initial	Education	
  score	 of	 0	 or	 higher	 is	 considered	 to	 be	 informally	 educated	
  as	 a	 result	 of	 personal	 interest	 and	 job-related	 learning	 rather	
  than	 having	 undertaken	 a	 formal	 course	 of	 study	 at	 a	 college	
  or	university.	Such	characters	do	not	have	a	degree.	Therefore	
  the	 University	 option	 remains	 a	 viable	 choice	 for	 these	 highly	
  educated	characters,	allowing	them	to	earn	a	formal	degree	(and	
  the	experience	acquired	from	successful	University	attendance),	
  though	 they	 may	 not	 necessarily	 receive	 an	 increase	 in	 their	
  education	score.	Other	educational	and	training	opportunities	are	
  also	available.
  	 Attendance	to	a	school,	academy,	college,	or	institute	does	not	
  typically	have	to	be	chosen	immediately.	A	character	may	elect	to	
  attend	at	any	point	during	their	Prior	History	development	rather	
  than	 spending	 another	 term	 in	 employment.	 Once	 they	 have	
  completed	their	studies,	the	character	may	resume	employment	
  if	they	have	not	already	developed	too	many	terms.
  	 The Path of Employment:	Whether	fresh	off	the	farm	or	just	
  out	of	college,	a	character	has	to	make	a	living.	A	character	may	
  attempt	to	enlist	into	one	of	the	service	classes,	or	develop	their	
  experience	in	their	core	class.	While	gainfully	employed	in	such	
  endeavors	the	character	will	earn	experience	and	possibly	other	
  benefits including decorations, citations, promotions, cash, or 
  equipment.
  	 A	 character	 may	 choose	 to	 muster	 out	 of	 any	 service	 or	
  employment	 position	 at	 the	 end	 of	 any	 term,	 and	 then	 seek	
  employment	 in	 another	 service	 or	 profession	 (or	 attend	
  University)	if	they	have	not	already	spent	too	many	terms	in	Prior	
  History	development.	However,	common	sense	must	apply.	Only	
  in	circumstances	of	the	direst	need	would	the	Imperial	Marines	
  accept	 a	 recruit	 aged	 38.	 Similarly,	 it	 seems	 very	 unlikely	 that	
  someone	would	leave	the	Navy	to	begin	a	career	in	the	Army.	Such	
  a	career	path	would	be	highly	unusual,	even	by	the	standards	of	
  player	characters.
  THE EDUCATIOnAl pATH
  A	character	may	spend	any	term	pursuing	their	education	at	a	
  university	or	more	specialized	educational	or	training	facility.	It	is	
  assumed	that	the	character	has	managed	to	locate	an	appropriate	
  center of learning of at least TL12, unless the Referee specifies 
  otherwise.	
  	 Once	admitted	to	a	facility,	success	is	still	not	guaranteed.	The	
  character	will	spend	the	next	few	years	in	study	before	sitting	a	
  final examination at the end of the program’s course. Characters 
  who pass their final exams will earn a the benefits listed for their 
  course of study. Those who fail leave without the benefits listed, 
  but	perhaps	a	bit	wiser	for	their	time	spent.
  	 Take10 and Take20 may not be used when resolving 
  Educational	events.
  ElIgIBIlITy
   Any	requirements	the	character	must	meet	before	applying	for	
  admission/acceptance.
  ADmISSIOn/ACCEpTAnCE
  	 If	a	character	fails	to	pass	the	entrance	exam,	they	may	not	
  attend	the	university	this	term	(no	time	is	lost)	and	must	select	
  another	 option	 such	 as	 pursuing	 employment	 in	 a	 career	 or	
  service,	or	perhaps	applying	for	admission	to	another	school	or	
  program.	If	the	character	passes,	they	are	accepted	into	the	given	
  school	for	the	duration	of	the	program.
  gRADUATIOn/SUCCESS
   Failing the final exams means the character has spent only half 
  the specified course length in attendance at the school, but leaves 
  after that time without any benefit other than one-half the normal 
  experience, if any. Passing the final exams means the character 
  has spent the full specified course duration in successful study 
  and has earned any benefits listed for that school. 
  HOnORS
   The	truly	studious	and	diligent	may	be	able	to	graduate	with	
  Honors.	 If	 the	 character	 has	 successfully	 graduated	 from	 the	
  course,	they	may	check	to	see	if	they	earned	a	position	on	the	
  school’s Honor Roll and some type of additional benefits. Failure 
  to	make	the	honors	roll	means	the	character	does	not	earn	any	
  benefits for the time they spent, but there is no penalty or censure 
  associated	with	this.
  COURSE lEngTH
   The	 amount	 of	 time	 the	 character	 will	 spend	 in	 his	 or	 her	
  studies.	At	the	end	of	the	course,	the	character	will	have	aged	the	
  number	of	years	listed	here.
  BEnEFITS
   The benefits or advantages derived from successfully attending 
  or graduating from the given institution. Benefits may range from 
  Experience	 bonuses,	 to	 improved	 ability	 scores,	 to	 bonus	 skill	
  ranks,	to	commissions	and/or	promotions	in	a	given	service	or	
  career.
  pRIOR HISTORy
  
  25
  4
  pRIOR HISTORy
  THE EmplOymEnT pATH
  	 The	following	steps	outline	how	to	conduct	a	character	serving	
  a	term	of	employment.	Not	all	steps	will	apply	to	the	work	routine	
  of	any	given	career	or	service.	At	the	end	of	each	term	the	player	
  may	 attempt	 to	 reenlist	 in	 their	 current	 service,	 continue	 their	
  current	career,	take	a	term	off	to	further	their	education,	or	they	
  may	choose	a	new	career	or	service.
  	 Unless	otherwise	noted,	all	checks	for	the	employment	path	
  are made by rolling 1d20 and adding any listed modifier.
  	 Take10 and Take20 may not be used when resolving events 
  during Employment.
  EnlISTIng OR FInDIng EmplOymEnT
  	 If	 a	 character	 is	 attempting	 to	 pursue	 a	 different	 career	 or	
  service	 from	 the	 one	 they	 pursued	 in	 the	 previous	 term,	 they	
  must first meet any initial requirement listed for the new career or 
  service	before	the	character	is	accepted	as	a	member	and	may	
  begin	work	or	training.	A	character	may	only	be	an	active	member	
  of	one	service	or	career	at	a	time	during	Prior	History.	
  	 Basic Training:	Upon	successfully	enlisting	into	a	military		or	
  quasi-military	service	(Army,	Flyer,	Law	Enforcer,	Marine,	Navy,	
  Scout, or Sailor) the character spends the first two years of their 
  first four-year term of service in orientation and initial training. This 
  earns	the	character	an	automatic	,000XP	bonus.	The	remaining	
  2 years of the first term are handled as if it were a normal term of 
  service	(see	Serving	a	Term).	Experience	earned	for	the	term	is	
  normal	(plus	the	automatic	training	bonus),	but	any	Commission	
  checks	are	at	a	–2	penalty,	any	cash	bonus	earned	is	halved,	and	
  no	check	is	made	for	an	XP	bonus.	
  	 Characters	 entering	 a	 service	 after	 completing	 OTC	 at	 the	
  University do not undergo basic training and serve a normal first 
  term.
  DUTy ASSIgnmEnT
   All	employment	terms	are	4-years	in	duration	unless	otherwise	
  noted.	At	the	start	of	each	term,	the	character	must	roll	d20	to	
  see	what	their	duty	assignment	or	job	will	be	for	that	term.	This	
  assignment	will	determine	the	Survival,	Commission,	Promotion,	
  Decoration,	Experience	Bonus,	and	Cash	Bonus	task	DCs	for	the	
  term. Listed at the bottom of each task column are any modifiers 
  that	normally	will	apply	to	that	task	check.
  SURVIVAl
  	 During	each	term	the	character	serves,	he	or	she	must	check	
  to	see	if	they	“survived”	the	4-year	term	without	incident.	If	the	
  character	survives	he	or	she	earns	4,000	XP.	If	the	Survival	DC	is	
  rolled	exactly,	the	character	was	wounded	(or	otherwise	injured)	
  but	 survived	 the	 incident	 without	 jeopardizing	 their	 career.	 If	
  serving	in	the	Army,	as	a	Flyer,	Marines,	Navy,	or	as	a	Sailor	the	
  character	is	awarded	the	Purple	Heart	medal.	Since	being	injured	
  at	work	represents	an	unmistakable	learning	opportunity,	injured	
  characters	of	all	classes	earn	a	,000	XP	bonus	this	term.
  	 Failing	 to	 survive	 doesn’t	 actually	 mean	 the	 character	 has	
  died,	but	rather	that	they	have	suffered	some	mishap	that	places	
  their	career	in	jeopardy.	Characters	failing	to	survive	do	not	earn	
  any	XP	this	term	and	forgo	any	commission,	promotion,	or	XP	
  bonus	rolls	(but	they	may	take	a	decoration	roll	if	available;	see	
  Decorations below). To find out what went wrong during the term, 
  roll	d6	on	the	Survival	Mishap	table	for	the	appropriate	service	
  or	profession.	If	the	character	was	awarded	a	MCUF,	subtract		
  from	the	Mishap	roll.	If	awarded	a	MCG,	subtract	2	from	the	roll,	
  and	subtract	3	from	the	roll	if	awarded	an	SEH.
   Characters can increase their chance of Survival in a given 
  term by taking an increase to their Decoration, Commission, 
  AND Experience Bonus DCs. For every point that is subtracted 
  from the required Survival DC, one point must be added to the 
  Decoration, Commission, AND Experience Bonus DC for this 
  term. This represents a “head down and take no risks” approach 
  during the term.
   Alternatively, a character can increase their chance of a 
  Decoration, Commission, AND Experience Bonus in a given term 
  by taking an increase to their Survival DC this term. For every point 
  added to the required Survival DC, the character may subtract 
  one point from the Decoration, Commission, AND Experience 
  Bonus DCs for this term. This represents a daring, risk-taking 
  approach during the term, which can have great benefits or get 
  the character into real trouble. Not all risky situations have the 
  potential for injury, but all have the potential to make the character 
  very unpopular with higher-ups if he or she takes an unnecessary 
  risk and fumbles the ball.
  COmmISSIOn
   Each	 term	 an	 enlisted	 character	 serves,	 he	 or	 she	 has	 a	
  chance to be commissioned as an officer. If the roll is successful, 
  the character is commissioned as the lowest rank of officer in the 
  service.	A	character	also	receives	a	2000	XP	bonus	when	they	
  are	commissioned.	A	character	may	only	be	commissioned	once	
  in	a	given	career	or	service.
  	 This	does	not	apply	to	careers	or	services	that	do	not	have	a	
  two	tiered	rank	structure.
  pROmOTIOn
   Promotions	in	rank	or	status	are	available	for	many	services	
  and	 careers.	 Each	 term	 served	 in	 these	 services	 or	 careers	
  will	 offer	 a	 chance	 of	 promotion.	 If	 the	 character	 makes	 their	
  Promotion	DC	roll,	they	rise	in	rank	or	title.	If	the	character	has	
  already reached the highest enlisted or officer rank, then no 
  promotion	is	received.	An	enlisted	person	is	not	“promoted”	into	
  the officer corps; he or she must be commissioned for this to 
  occur.	A	character	earns	,000	XP	every	time	they	are	promoted.	
  Parenthesis	around	the	Promotion	DC	number	denote	the	DC	for	
  enlisted personnel. Officers add 2 to this DC – there are more 
  enlisted	positions	available	than	commissioned	ones.
  	 Scouts	 do	 not	 have	 ranks	 and	 promotions	 as	 such,	 but	 any	
  Scout	that	has	served	5	or	more	terms	(20	years)	is	considered	
  to	be	a	Senior	Scout.
  	 A	character	may	add	+	to	any	promotion	check	for	every	two	
  completed	terms	spent	in	the	current	service.
  	 Enlisted:	Enlisted	personal	are	the	lower	levels	of	the	command	
  structure	and	form	the	majority	of	the	personnel	in	any	service.	
  Depending	upon	the	service,	they	represent	the	junior	leaders	
  such as team leaders, foremen and non-commissioned officers, 
  and	 the	 “workers”	 such	 as	 technicians,	 soldiers,	 deckhands,	
  clerks,	nursing	staff,	couriers,	apprentices	and	other	people	that	
  do	the	majority	of	the	actual	work	in	any	given	profession.
  	 Officers: Officers are the overseers and administrators in any 
  service.	They	are	the	ones	to	make	the	plans	and	give	the	orders	
  for	the	enlisted	personnel	to	carry	out.	Unless	a	character	enlists	
  into	a	background	class	having	completed	OTC	at	the	University,	
  or	 having	 graduated	 from	 the	 University	 with	 Honors,	 the	 only	
  other way to become an officer is to be commissioned during 
  service.
  	 Merchants	entering	the	profession	after	completing	OTC	begin	
  at	a	rank	of	O2	rather	than	O	as	normal.
  DECORATIOn
   For	 some	 services,	 there	 may	 also	 be	 a	 chance	 of	 earning	
  a	 decoration,	 medal,	 or	 citation	 for	 the	 character’s	 actions	 on	
  duty	during	the	term.	For	those	careers	or	services	that	award	
  decorations,	the	various	possible	awards	and	the	rolls	needed	to	
  earn	them	will	be	listed.
  	 Depending	 on	 the	 type	 of	 decoration	 or	 award	 received	 the	
  
  26
  4
  pRIOR HISTORy
  character	will	also	receive	additional	experience	points	this	term	
  as	follows:
  Decoration/Award	Type
  XP	Bonus
  Common
  2000xp
  Uncommon
  4000xp
  Rare
  8000xp
  ExpERIEnCE BOnUS
   Every	 service	 and	 profession	 offers	 the	 chance	 to	 earn	 an	
  experience	point	bonus	award	each	term.	Successfully	making	
  the	character’s	Experience	Bonus	DC	roll	will	earn	them	a	d4	
  x	,000	XP	bonus	to	any	XP	already	earned	this	term	through	
  survival,	commissioning,	or	promotion.
  CASH BOnUS
   Characters	serving	in	some	services	and	professions	have	an	
  opportunity	each	term	to	earn	a	cash	bonus.	If	the	Cash	Bonus	
  check	 is	 successful,	 the	 character	 may	 roll	 once	 on	 the	 Cash	
  Benefits table under Mustering Out Benefits for that particular 
  service	or	profession.
  EnDIng A TERm
  The	end	of	any	terms	carries	with	it	some	record	keeping	and	a	
  few	decisions.
  KEEpIng nOTES
  At	the	end	of	each	term	you	should	jot	down	the	events	of	that	
  term	 for	 future	 reference.	 These	 notes	 can	 be	 invaluable	 in	
  helping	to	more	fully	develop	the	events	of	a	character’s	previous	
  life.	The	following	notation	format	is	recommended:
  Term		-	Academic
  Lecture	Circuit	-	survived	(4000xp)
  Awarded	a	Foundation	Fellowship	award	(2000xp)
  Earned	000xp	bonus
  Total	Experience:	7000xp
  TOTAl ExpERIEnCE
   The	total	amount	of	experience	the	character	has	earned	this	
  term	 should	 be	 added	 together	 and	 applied	 to	 the	 character’s	
  accumulated	experience	point	total.
  Apply AgIng EFFECTS
  	
  The	 age	 of	 a	 character	 should	 be	 recorded	 and	 updated	
  upon	the	completion	of	any	term	of	prior	history.	It	should	also	be	
  checked	each	term	to	see	if	the	character’s	new	age	puts	them	
  into	a	new	age	group	and	if	so,	what	effects	that	new	age	group	
  will	have	on	the	character’s	ability	scores	(if	any).
  Young
  Middle
  Max
  Race
  Adult
  Adult
  Age
  Old
  Venerable
  Age
  Human
  4
  8
  35
  53
  80
  +2d0
  Vilani,	
  Mixed
  4
  8
  40
  58
  86
  +4d0
  Vilani
  4
  8
  45
  63
  9
  +6d0
  Aslan
  2
  4
  56
  60
  70
  +d0
  Vargr
  4
  8
  35
  53
  70
  +2d0
  Luriani
  4
  8
  35
  53
  70
  +2d0
  Sydite
  4
  8
  30
  48
  65
  +2d8
  Ursa
  0
  2
  25
  43
  60
  +2d6
  Virushi
  4
  8
  35
  53
  70
  +2d0
  The Effects of Age
  The	 effects	 of	 age	 depend	 on	 which	 age	 group	 a	 character	
  currently	falls	under.	
  	 Youth: No aging modifiers.
  	 Adult: No aging modifiers.
  	 Middle Age:	-	to	Strength,	Dexterity,	and	Constitution.	+	to	
  Education	and	Wisdom.
  	 Old Age:	 -2	 to	 Strength,	 Dexterity,	 and	 Constitution.	 +	 to	
  Education	and	Wisdom.
  	 Venerable:	 -3	 to	 Strength,	 Dexterity,	 and	 Constitution.	 +	 to	
  Education	and	Wisdom
  	 Maximum Age:	 Represents	 the	 end	 of	 the	 normal	 lifespan,	
  and	a	gradual	decline	until	death	from	the	effects	of	aging.	This	
  can	be	offset	by	certain	methods;	notably	anagathic	treatments.
  	
  The	 effects	 of	 aging	 are	 cumulative.	 By	 venerable	 age,	
  unless	 otherwise	 offset,	 a	 character’s	 Strength,	 Dexterity,	 and	
  Constitution	will	have	been	reduced	by	6	points	each,	while	their	
  Education	and	Wisdom	have	increased	by	3	points	each.
  	
  A	character	whose	Strength	or	Dexterity	has	been	reduced	to	
  zero	is	rendered	an	invalid,	no	longer	able	to	care	for	themselves	
  in	any	physical	capacity.	If	both	Strength	and	Dexterity	have	been	
  reduced	to	zero	or	either	Strength	or	Dexterity	has	been	reduced	
  to	less	than	zero,	the	character	has	died.
  	
  If	a	character’s	Constitution	is	reduced	to	zero	or	less	the	
  character	has	died.
  THE nExT STEp
  This	 term	 is	 now	 complete	 and	 what	 the	 character	 does	 next	
  must	be	decided.	Do	they	continue	working	in	the	same	career	or	
  service,	do	they	choose	to	attend	one	of	the	available	educational	
  opportunities, do they find employment in a new career or service, 
  or do they wrap up their prior history, finish up and begin play?
  REEnlISTmEnT/COnTInUED EmplOymEnT
   
  After	 each	 successfully	 completed	 term	 of	 employment	
  (i.e.	one	in	which	they	didn’t	get	thrown	out	of	the	service!),	the	
  character	must	check	to	see	if	the	service	or	profession	“requires”	
  continued	enlistment	or	employment	for	another	term,	or	even	
  would like the character to stay on at all. If an unmodified 20 is 
  rolled	 on	 the	 Reenlistment/Continued	 Employment	 die	 roll,	 the	
  character	must	serve	another	four-year	term	even	if	this	would	
  take	them	past	the	normal	maximum	number	of	terms.	Failing	
  to	 make	 the	 Reenlistment/Continued	 Employment	 roll	 means	
  that	the	service	or	profession	no	longer	requires	the	character’s	
  services	for	some	reason,	and	they	may	not	reenlist	or	continue	
  in	 this	 service	 or	 profession.	 If	 the	 Reenlistment/Continued	
  Employment	 DC	 roll	 is	 made,	 the	 character	 may	 voluntarily	
  continue	for	another	term	if	they	have	not	yet	reached	the	Prior	
  History	age	limit	for	their	race.
  prior History Age limits
  The	maximum	number	of	years	a	character	may	spend	in	Prior	
  History	 depends	 on	 their	 starting	 age	 and	 race.	 If	 a	 character	
  reaches	this	age	limit	while	still	serving	an	active	term	in	a	career	
  or service, they may finish out that term but may spend no further 
  terms	in	Prior	History	after	the	end	of	that	term.
  Starting Age 
  Race
  +x Years
  Human
  28
  Vilani,	Mixed
  32
  Vilani
  40
  Aslan
  52
  Vargr
  28
  Luriani
  28
  Sydite
  24
  Ursa
  20
  Virushi
  28
  
  27
  4
  pRIOR HISTORy
  lEAVIng A SERVICE OR CAREER
  If	a	character	does	not	reenlist	into	their	current	service	or	does	
  not	 continue	 their	 employment	 in	 their	 current	 career	 for	 any	
  reason,	they	must	immediately	apply	any	levels	earned	during	
  this	period	of	their	Prior	History	before	going	on	to	further	their	
  education, entering a new career or service, or finishing up and 
  beginning	 game	 play.	 Selecting	 classes	 and	 applying	 levels	 is	
  covered	in	the	Classes	and	Levels	chapter.
  
  28
  4
  pRIOR HISTORy
   
  mASTERS pROgRAm
   
  A character with a Bachelors degree in a field of study may 
  elect	to	further	their	education	and	pursue	a	Master’s	degree.	A	
  character’s field of study for this program must be the same as 
  their chosen field of study for their Bachelors degree. Characters 
  that	successfully	graduate	from	this	program	earn	a	Master	of	
  the	Arts,	 Sciences,	 etc.,	 degree	 as	 appropriate.	The	 character	
  may	add	the	initials	MA,	MSc,	etc,	to	the	end	of	their	name	as	
  appropriate to reflect their new status, and they may apply for 
  admission into a Doctorate Program for their chosen field if 
  desired.
  Eligibility 
  	
  An	appropriate	Bachelors	degree.
  Admission 
  	
  INT	check	vs.	DC	(26-EDU)	to	be	admitted.
  graduation 
  	
  INT	check	vs.	DC	(26-EDU)	to	successfully	graduate.
  Honors 
  	
  INT	check	vs.	DC	(32-EDU)	to	earn	a	place	on	the	University	
  Honor	Roll.
  Course length 
  	
  2	years	if	graduated,		year	if	failed	to	graduate.
  Benefits
  	
  If	the	character	successfully	graduates,	they	obtain	a	degree,	
  and	earn	,500xp.	If	the	character’s	EDU	score	is	3	or	less,	it	is	
  automatically	raised	to	4.
  	
  Honor	graduates	gain	a	500xp	bonus,	and	add	+	to	current	
  EDU	score	(after	graduation)
  DOCTORATE pROgRAm
   
  A character with a Masters degree in a field of study may 
  elect	 to	 complete	 their	 education	 by	 obtaining	 their	 Doctorate	
  degree. A character’s field of study for this program must be the 
  same as their chosen field of study for their Masters degree. 
  Characters	that	successfully	graduate	from	this	program	earn	a	
  Doctorate	of	the	Arts,	Sciences,	etc.,	degree	as	appropriate.	The	
  character	may	add	the	initials	Ph.D.	to	the	end	of	their	names	
  as appropriate to reflect their new status. Characters that have 
  graduated with Medicine as their field of study may legally call 
  themselves	Physicians,	and	may	append	the	initials	M.D.	(Medical	
  Doctor)	after	their	names.
  Eligibility 
  	
  An	appropriate	Masters	degree.
  Admission 
  	
  INT	check	vs.	DC	(26-EDU)	to	be	admitted.
  graduation 
  	
  INT	check	vs.	DC	(26-EDU)	to	successfully	graduate.
  Honors 
  	
  INT	check	vs.	DC	(32-EDU)	to	earn	a	place	on	the	University	
  Honor	Roll.
  Course length 
  	
  2	years	if	graduated,		year	if	failed	to	graduate.
  EDUCATIOnAl 
  OpTIOnS
  UnIVERSITy
  	
  It	is	assumed	that	a	character	attending	the	“University”	has	
  managed	to	locate	an	appropriate	center	of	learning	of	at	least	
  TL12, unless the Referee specifies otherwise. A character may 
  apply	for	admission	to	one	of	three	programs	of	study:	Bachelor’s	
  Degree,	 Master’s	 Degree,	 or	 Doctorate.	 She	 must	 meet	 the	
  eligibility	 requirements	 for	 the	 program	 and	 pass	 the	 entrance	
  examination,	or	her	application	will	be	rejected.	A	character	who	
  fails	to	enter	University	can	try	again	in	a	later	term.
  	
  Once	 admitted	 to	 a	 study	 program,	 success	 is	 still	 not	
  guaranteed. The character must specify her chosen field of 
  study	(biology,	interstellar	law,	criminology,	journalism,	etc.).	The	
  character	will	spend	the	next	2-4	years	in	study	before	sitting	a	
  final examination at the end of the program’s course. Characters 
  who pass their final exams will earn an appropriate degree in their 
  chosen field of study. Those who fail leave the university without 
  their	degree,	but	perhaps	a	bit	wiser	for	their	time	spent.
  BACHElORS pROgRAm
   
  The first of the degree programs, and required before one 
  may	attempt	to	earn	higher	degrees	in	a	subject.	Upon	successful	
  admission, the character must specify what their chosen field of 
  study	will	be;	Criminology,	Law,	Medicine,	Journalism,	or	any	other	
  reasonable field that is acceptable to the Referee. Characters 
  that	successfully	graduate	from	this	program	earn	a	Bachelor	of	
  the	Arts,	 Sciences,	 etc.,	 degree	 as	 appropriate.	The	 character	
  may	add	the	initials	BA,	BSc,	etc.	to	the	end	of	their	name	as	
  appropriate to reflect their new status, and they may apply for 
  admission	into	the	University’s	Masters	Program	for	their	chosen	
  field if desired.
  Eligibility 
  	
  No	requirements.
  Admission 
  	
  INT	check	vs.	DC	(22-EDU)	to	be	admitted.
  graduation 
  	
  INT	check	vs.	DC	(22-EDU)	to	successfully	graduate.
  Honors 
  	
  INT	check	vs.	DC	(28-EDU)	to	earn	a	place	on	the	University	
  Honor	Roll.
  Course length 
  	
  4	years	if	graduated,	2	years	if	failed	to	graduate.	Characters	
  with	an	EDU	ability	score	of	2+	may	complete	the	course	and	
  graduate	after	3	years.
  Benefits
  	
  If	the	character	successfully	graduates,	they	obtain	a	degree,	
  and	earn	3000xp.	If	the	character’s	EDU	score	is		or	less,	it	is	
  automatically	raised	to	2.
  	
  Honor	graduates	gain	a	,000xp	bonus,	and	add	+	to	their	
  current	EDU	score	(after	graduation).
  
  29
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  pRIOR HISTORy
   
  Benefits
  	
  If	the	character	successfully	graduates,	they	obtain	a	degree,	
  and	earn	,500xp.	If	the	character’s	EDU	score	is	5	or	less,	it	is	
  automatically	raised	to	6.
  	
  Honor	graduates	gain	a	500xp	bonus,	and	add	+	to	current	
  EDU	score	(after	graduation).
  COURSE TITlES 
  	
  Players	 should	 specify	 a	 suitable	 degree	 title	 for	 their	
  character.	Many	courses	are	entirely	standard	and	result	in	titles	
  such	as	“BSc	Physics.”	However	(and	always	in	agreement	with	
  the	Referee),	a	character	may	earn	a	degree	with	a	more	unusual	
  title,	 such	 as	 “BA	 Medical	 Administration.”	 Many	 universities	
  offer	 such	 vocational	 courses	 in	 addition	 to	 purely	 academic	
  studies.	Note	that	a	Masters	or	PhD	must	be	in	the	same	field	
  as	a	character’s	Bachelor’s	degree,	but	need	not	have	the	same	
  title.	Higher	degrees	are	often	more	specialized	than	bachelor’s	
  programs.	
  	
  There	are	four	basic	types	of	degree	that	can	be	earned	in	the	
  Traveller universe:	Arts,	Sciences,	Engineering,	and	Education.	
  These	are	abbreviated	as	follows,	with	examples:
  	
  BSc: Bachelor of Science.	 These	 are	 “pure”	 science	
  courses,	 e.g.	 Physics,	 Planetology,	 Xeno-Biology,	 Metallurgy,	
  Biochemistry,	etc.
  	
  BA: Bachelor of Arts.	 These	 are	 the	 most	 “academic”	
  courses,	e.g.	Literature,	Law,	History,	Linguistics,	Virushi	Cultural	
  Studies,	Military	Studies,	etc.
  	
  B.Eng: Bachelor of Engineering.	 These	 are	 “Applied	
  Science”	 courses	 for	 the	 most	 part,	 e.g.	 Starship	 Engineering,	
  Mining	Studies,	Information	Systems.	
  	
  B.Ed: Bachelor of Education.	This	is	a	specialist	vocational	
  course	that	trains	characters	to	work	as	instructors	or	educators,	
  and	includes	a	minor	in	a	specialist	subject,	e.g.	Physics,	History	
  etc.	Graduates	are	not	so	knowledgeable	about	their	specialist	
  subject	 as	 their	 peers	 leaving	 a	 “straight”	 BA	 or	 B.Sc	 course,	
  but	they	will	have	a	good	working	knowledge	of	psychology	and	
  instruction-related	skills.	
  	
  Higher	degrees	are	usually	a	specialization	of	a	bachelor’s	
  course.	Thus	a	B.Sc	Physics	graduate	may	then	take	an	M.Sc	in	
  Jumpspace	Dynamics,	Astrophysics,	or	something	really	esoteric	
  like	Gravomagnetic	Flux	Dynamics.	Doctorates	are	even	more	
  specialized.
   
  Optional: A member of the Academic career (at the 
  Referee’s discretion) need only ever take one Bachelor’s degree, 
  and can then undertake several courses of study at Masters 
  level. A Masters is required as the foundation for each and 
  every Doctorate. Thus a truly information-obsessed Academic 
  might take a BA in History, then MA in Vargr Military History, a 
  second MA in Interstellar Warfare Studies, a PhD (Doctorate) in 
  the tactics of the Vargr Kforuzeng Empire, ANOTHER MA, this 
  time in Planetary Defense Systems, and finally a B.Ed in History 
  (General) in order to secure a teaching job at the Imperial War 
  College. This kind of spectacular academic career is not for 
  everyone. Most people take a Bachelor’s and maybe a Master’s 
  degree, and then get out in the world to start a career. To an 
  Academic, however, study can BE a career…
  OFFICER TRAInIng CORpS (OTC)
  	
  A	character	studying	for	a	Bachelor’s	degree	may	apply	for	
  enrollment in the University’s Officer Training Corps or OTC. How 
  easy	it	is	to	get	accepted	into	OTC	depends	on	which	service	
  branch	you	are	planning	to	join	upon	graduation.	If	a	character	fails	
  to	be	accepted	into	OTC,	they	may	continue	with	other	University	
  studies	normally.	Only	one	OTC	application	(successful	or	not)	
  can	be	made	during	a	course	of	study.
  	
  If	a	character	accepted	into	OTC	successfully	graduates	from	
  the	University,	he	or	she	will	be	automatically	commissioned	as	
  an officer in their chosen service and earns a 1,000 experience 
  point	 bonus.	 If	 a	 character	 is	 accepted	 into	 OTC	 but	 fails	 to	
  graduate	from	the	University,	they	receive	neither	a	commission	
  nor	the	experience	bonus,	and	must	continue	into	the	appropriate	
  service	class.	A	character	who	earns	a	commission	in	one	of	the	
  services	through	OTC	must	spend	the	next	term	of	Prior	History	
  immediately	following	graduation	employed	as	a	member	of	the	
  service	in	which	they	were	commissioned.
  	
  Note	that	while	the	Scouts	are	considered	a	service	they	do	
  not	have	an	OTC	program.	Also	note	that	while	the	Merchants	are	
  not	considered	a	service,	they	do	have	an	OTC	program	available.	
  The	same	requirements	and	rewards	apply	to	Merchant	OTC	as	
  to	military	OTC.	Graduates	of	Merchant	OTC	enter	the	Merchant	
  service	at	rank	O3.
  	
  TABlE: OTC Enrolment
  Planned Service
  Check
  Army	(any	tech)
  STR	Ability	Check	vs.	DC0
  Flyers
  DEX	Ability	Check	vs.	DC2
  Marines
  INT	Ability	Check	vs.	DC2
  Navy
  INT	Ability	Check	vs.	DC2
  Merchants
  INT	Ability	Check	vs.	DC0
  Sailors
  EDU	Ability	Check	vs.	DC2
  Scout/Other
  Not	Available
  OTHER InSTITUTIOnS
  	
  It	is	possible	to	attend	other	institutions	than	the	university	to	
  obtain	training	or	education.	Other	institutions	include:
  •	
  COACC	Academy
  •	
  Command	College
  •	
  Flight	School
  •	
  Medical	School
  •	
  Merchant	Academy
  •	
  Military	Academy
  •	
  Naval	Academy
  •	
  Performing	Arts	Academy
  •	
  Psionics	Institute
  •	
  Reservist	Training
  •	
  Sporting	Academy
  •	
  Staff	College
  •	
  Technical	College
  	
  These	 institutions	 each	 have	 unique	 characteristics,	 as	
  described below. Most give specific benefits instead of or in 
  addition	 to	 experience,	 and	 most	 allow	 graduates	 to	 enter	 the	
  associated profession or service as an officer, in a manner similar 
  to	OTC.	In	most	cases,	it	is	possible	to	attend	university,	then	an	
  academy.
   
  Take10 and Take20 may not be used to resolve activities at 
  the academies and schools listed here.
  EDUCATIOnAl OpTIOnS
  
  30
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  pRIOR HISTORy
  COACC ACADEmy
  	
  COACC	Academy	 is	 a	 special	 school	 set	 up	 to	 train	 elite	
  personnel	 –	 mainly	 pilots	 and	 supporting	 personnel	 such	 as	
  fighter control officers – for Close Orbit and Airspace Control 
  Command.	
  Eligibility
  COACC	academy	is	open	to	beginning	characters	and	university	
  graduates	who	have	not	begun	a	career.	
  Acceptance
  The	 candidate	 must	 meet	 the	 requirements	 of	 the	 COACC	
  service,	and	additionally	pass	a	DEX	Ability	Check	vs.	DC4	
  Success
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(26-EDU)	to	
  pass	the	course	successfully
  Honors
  To	achieve	Honors,	the	character	must	pass	a	DEX	Ability	Check	
  vs.	DC6	and	an	INT	Ability	check	vs.	DC	(30-EDU).
  Course length 
  COACC	academy	takes	2	years.	Failure	occurs	after		year,	and	
  gains no benefits.
  Benefits
  	
  Graduates	of	the	COACC	academy	enter	the	Flyer	service	at	
  rank O1. They may apply to flight school. 
  	
  Honors	graduates	of	the	COACC	academy	enter	the	Flyer	
  service at rank O1. They may automatically attend flight school, 
  and	 receive	 +	 on	 all	 promotion	 checks	 during	 their	 term	 of	
  service.
  	
  Graduates	of	the	COACC	academy	receive	a	skills	package	
  rather	than	experience	points:	Pilot*	(3	ranks),	Survival	(	Rank),	
  Gunnery**	(2	ranks).	
  	
  Honors	Graduates	receive	an	additional	rank	in	Pilot	and		
  rank	in	Leader.
  *	Characters	without	an	aircraft	vessel	feat	may	choose	one,	but	
  this	is	counted	against	their	starting	feats	when	entering	the	Flyer	
  career.
  ** Characters gain the Weapon Proficiency (Vehicular Weapons) 
  feat	at	this	point.
  Other Requirements
  	
  Characters	 who	 fail	 to	 compete	 the	 COACC	 academy	
  must	 enter	 the	 Flyer	 service	 and	 spend	 their	 next	 term	 there.	
  They	cannot	receive	a	commission	during	this	term,	but	may	in	
  subsequent	terms.
  	
  Characters	who	complete	the	COACC	academy	must	enter	
  the	Flyer	service	and	spend	their	next	term	there.	This	service	
  can be deferred only to attend flight school.
  COmmAnD COllEgE
   
  Command College trains military and starship officers in 
  command	skills,	enabling	them	to	take	command	of	a	combat	unit,	
  a	department	within	a	ship	crew,	or	even	to	become	a	starship	
  captain.	It	is	possible	to	achieve	this	without	attending	Command	
  College,	but	graduation	is	likely	to	speed	up	the	process.
  Eligibility
  	
  Command	college	is	open	to	any	member	of	the	Army,	Flyer,	
  Marine,	Merchant,	Navy	or	Sailor	services	who	has	been	promoted	
  to	rank	O2,	O3,	O4	or	O5	in	the	last	term	and	to	graduates	of	
  the	military	and	naval	academies.	The	character	may	apply	to	
  Command	College	before	commencing	their	next	term	of	service.	
  If	successful,	the	character	attends	the	college	then	enters	the	
  next	term	in	their	chosen	career.	The	character	MUST	complete	
  at	 least	 one	 more	 term	 of	 service	 before	 mustering	 out	 of	 the	
  career.	Command	College	can	be	attended	only	once.
  Acceptance 
  	
  The	candidate	must	have	been	promoted	as	noted	above,	
  and	must	in	addition	succeed	in	an	INT	ability	check	vs.	DC	(26-
  EDU)
  Success  
  	
  The	character	must	pass	a	CHA	Ability	check	vs.	DC	(20)	to	
  pass	the	course	successfully.	A	bonus	of	+	is	awarded	for	every	
  3	full	ranks	in	Leader	skill	the	character	has.	
  Honors
  	
  Command	College	has	no	honors	equivalent
  Course length 
  	
  Command	College	takes		year.	Failure	occurs	after		year,	
  and gains no benefits.
  Benefits
  	
  Graduates	of	the	Command	College	receive	a	+	bonus	on	
  promotion	rolls	for	the	rest	of	their	career	in	the	service	whose	
  college	they	attended.
  	
  Graduates	receive	a	skills	package	rather	than	experience	
  points:	P/Admin	(2	ranks),	Leader	(2	ranks)	
  Other Requirements
  	
  Characters	who	fail	to	complete	the	course	must	serve	their	
  next	term	in	the	service	whose	Command	College	they	attended.	
  They	cannot	be	promoted	in	this	term.
  FlIgHT SCHOOl
  	
  Flight	School	is	a	special	institution	set	up	to	train	elite	pilots	
  and	crews	for	Navy,	Marine,	and	COACC	forces.	
  Eligibility
   
  Flight School is open only to officers who have completed 
  the	course	at	a	military	academy	(NOT	university	OTC	graduates	
  unless	they	have	subsequently	competed	an	academy	course)	
  and	have	not	yet	begun	their	career.	Failure	rate	is	high.	
  Acceptance 
  	
  The	candidate	must	meet	the	requirements	of	their	chosen	
  service,	and	additionally	pass	a	DEX	Ability	Check	vs.	DC6
  Success  
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(30-
  EDU)	to	pass	the	course	successfully
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	a	DEX	Ability	
  Check	vs.	DC8	and	an	INT	Ability	check	vs.	DC	(36-EDU).
  Course length 
  	
  Flight	School	takes		year.	Failure	occurs	after		year,	and	
  gains no benefits.
  Benefits
   
  Graduates of the flight school enter the Flyer, Navy, or 
  Marines	service	at	rank	O.	
  EDUCATIOnAl OpTIOnS
  
  3
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  pRIOR HISTORy
   
  Graduates of flight school also receive a skills package 
  rather	 than	 experience	 points:	 Pilot*	 (2	 ranks),	 Gunnery**	 (	
  rank),	Navigation	(	Rank)
  	
  Honors	Graduates	receive	an	additional	rank	in	Pilot	and		
  rank	in	Leader.
  *	All	characters	may	take	the	Vessel	(Ship’s	Boat)	or	Vessel	(Jet	
  Aircraft)	feat	if	their	homeworld	has	a	high	enough	TL.	Navy	pilots	
  may	take	the	Vessel	(Starship)	feat	instead.
  ** All characters may take the Weapon Proficiency (Vehicular 
  Weapons)	feat	at	this	point.	Characters	from	a	TL9+	service	may	
  take Weapon Proficiency (Starship Weapons) instead.
  Other Requirements
   
  All characters who attend flight school must enter their 
  chosen	service	and	spend	their	next	term	there.	Graduates	(i.e.	
  those	who	complete	the	course)	must	sign	up	for	two	terms	at	
  least.
  mEDICAl SCHOOl
  	
  As	expected	medical	school	trains	physicians	in	their	medical	
  arts.		Many	graduates	continue	on	to	serve	one	or	more	terms	in	
  military	service	before	moving	on	to	private	practice.
  Eligibility
  	
  Medical	school	is	only	available	to	characters	who	graduated	
  the	university	with	honors	or	graduated	from	the		military	academy,	
  or	naval	academy.
  Acceptance
  	
  The	candidate	must	pass	an	EDU	Ability	Check	vs.	DC6
  Success
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(32-
  EDU)	to	pass	the	course	successfully
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	a	EDU	Ability	
  Check	vs.	DC9.
  Course length
  	
  Medical	school	takes	4	years.	Failure	occurs	after	2	years,	
  and gains no benefits.
  Benefits
  	
  Graduates	of	medical	school	who	came	from	the	military	or	
  naval	academy	enter	their	appropriate	service	at	a	rank	of	O.
  	
  Graduates	of	medical	school	receive	a	skills	package	rather	
  than	experience	points:	T/Medical	(4	ranks)	and	P/Administration	
  (2	 ranks).	All	 graduates	 also	 add	 +	 to	 their	 Education	 ability	
  score.
  	
  Honor	graduates	receive	an	additional	rank	in	T/Medcial	and	
  gain		rank	in	T/Computer	as	well.
  Other Requirements
  	
  Characters	 who	 came	 to	 medical	 school	 from	 the	 military	
  academy	or	naval	academy,	or	from	the	University	after	completing	
  OTC,	must	spend	their	next	term	in	their	appropriate	branch	of	
  service.
  mERCHAnT ACADEmy
  	
  The	 Merchant	Academy	 trains	 promising	 young	 people	 in	
  the	commercial	and	technical	skills	required	to	be	a	successful	
  merchant	crewperson.	
  Eligibility
  	
  Merchant	 academy	 is	 open	 to	 beginning	 characters	 and	
  university	graduates	who	have	not	begun	a	career.	
  Acceptance 
  	
  The	candidate	must	meet	the	requirements	of	the	Merchant	
  service,	and	additionally	pass	an	INT	Ability	Check	vs.	DC4	
  Success  
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(26-
  EDU)	to	pass	the	course	successfully
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	a	CHA	Ability	
  Check	vs.	DC6	and	an	INT	Ability	Check	vs.	DC	(30-EDU).
  Course length 
  	
  Merchant	 academy	 takes	 4	 years.	 Failure	 occurs	 after	 2	
  years, and gains no benefits.
  Benefits
  	
  Graduates	 of	 the	 Merchant	 academy	 enter	 the	 Merchant	
  service	at	rank	03.	
  	
  Honors	 graduates	 of	 the	 Merchant	 academy	 enter	 the	
  Merchant	service	at	rank	04.	
  	
  Graduates	 of	 the	 Merchant	 academy	 receive	 a	 skills	
  package	 rather	 than	 experience	 points:	 P/Admin	 (2	 Ranks),	
  Broker	(2	Ranks),	T/(any)	(2	Ranks),	Trader	(2	Ranks),	and	the	
  Crewmember	feat	if	they	do	not	already	have	it.
  	
  Honors	Graduates	receive	an	additional	2	ranks	in	Leader.
  Other Requirements
  	
  Characters	who	fail	to	compete	the	Merchant	academy	must	
  enter	the	Merchant	service	and	spend	their	next	term	there.	
  	
  Characters	who	complete	the	Merchant	academy	must	enter	
  the	Merchant	service	and	spend	their	next	two	terms	there.	
  mIlITARy ACADEmy
   
  A Military Academy trains future officers for the planetary 
  army	(which	includes	Maritime	Force	Command	–	the	“wet”	navy	
  –	but	not	COACC)
  Eligibility
  	
  Military	 academy	 is	 open	 to	 beginning	 characters	 and	
  university	graduates	who	have	not	begun	a	career.	
  Acceptance 
  	
  The	candidate	must	meet	the	requirements	of	the	Army		or	
  Sailor	services,	and	additionally	pass	a	CON	Ability	Check	vs.	
  DC5
  Success  
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(24-
  EDU)	to	pass	the	course	successfully
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	a	CON	Ability	
  Check	vs.	DC	6	and	an	INT	Ability	check	vs.	DC	(30-EDU).
  Course length 
  	
  Military	academy	takes	2	years.	Failure	occurs	after		year,	
  and gains no benefits.
  Benefits
  	
  Graduates	of	the	Military	academy	enter	the	Army	or	Sailor	
  EDUCATIOnAl OpTIOnS
  
  32
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  pRIOR HISTORy
  service	at	rank	O.	
  	
  Honors	graduates	of	the	Military	academy	enter	the	Army	or	
  Sailor	service	at	rank	O	and	receive	+	on	all	promotion	checks	
  during	their	term	of	service.	They	may	choose	to	attend	Command	
  College (no application roll needed) before commencing their fist 
  term.	
  	
  Graduates	of	the	academy	receive	a	skills	package	rather	
  than	experience	points:	Leader	(2	Ranks),	P/Admin	(2	Ranks),	
  Liaison	(2	Ranks)
  	
  Honors	Graduates	receive	an	additional	rank	in	Leader.
  Other Requirements
  	
  Characters	who	fail	to	compete	the	military	academy	must	
  enter	the	Army	or	Sailor	service	and	spend	their	next	term	there.	
  They	cannot	receive	a	commission	during	this	term,	but	may	in	
  subsequent	terms.
  	
  Characters	who	complete	the	course	must	enter	the	Army	or	
  Sailor	service	and	spend	their	next	term	there.	
  nAVAl ACADEmy
  	
  Naval	Academy	is	a	special	school	set	up	to	train	elite	naval	
  personnel.
  Eligibility
  	
  The	academy	is	open	to	beginning	characters	and	university	
  graduates	who	have	not	begun	a	career.	
  Acceptance
  	
  The	candidate	must	meet	the	requirements	of	the	Navy,	and	
  additionally	pass	a	SOC	Ability	Check	vs.	DC6
  Success  
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(26-
  EDU)	to	pass	the	course	successfully
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	a	SOC	Ability	
  Check	vs.	DC6	and	an	INT	Ability	check	vs.	DC	(32-EDU).
  Course length 
  	
  Naval	Academy	takes	4	years.	Failure	occurs	after	2	years,	
  and gains no benefits.
  Benefits
  	
  Graduates	of	the	Naval	academy	enter	the	Marine	or	Navy	
  service at rank O1. They may apply to flight school. 
  	
  Honors	graduates	of	the	Naval	academy	enter	the	Marine	
  or Navy service at rank O2. They may automatically attend flight 
  school,	and	receive	+	on	all	promotion	checks	during	their	term	
  of	service.	They	may	also	choose	to	attend	Command	College	
  before beginning their first term of service.
  	
  Graduates	of	the	Naval	academy	receive	a	skills	package	
  rather	than	experience	points:	Pilot*	(2	ranks),	T/(any)	(2	Ranks),	
  Leader	(2	Ranks)	
  	
  Honors	Graduates	receive	an	additional	2	Ranks	in	Leader	
  and	2	Ranks	in	T/Astrogation
  *	 Characters	 choose	 either	 the	 Vessel	 (Ship’s	 Boat)	 or	 Vessel	
  (Starship)	 feat	 at	 this	 point,	 but	 this	 is	 counted	 against	 their	
  starting	feats	when	entering	their	career.
  Other Requirements
  	
  Characters	 who	 fail	 to	 compete	 the	 Naval	 academy	 must	
  enter	 the	 Navy	 or	 Marines	 service	 and	 spend	 their	 next	 term	
  there.	They	cannot	receive	a	commission	during	this	term,	but	
  may	in	subsequent	terms.
  	
  Characters	who	complete	the	course	must	enter	the	Navy	or	
  Marines	service	and	spend	their	next	two	terms	there.	
  pERFORmIng ARTS ACADEmy
  	
  The	Performing	Arts	Academy	is	a	special	school	set	up	to	
  train	performers	in	their	craft.	It	increases	the	graduate’s	career	
  prospects.	 Graduates	 are	 not	 obliged	 to	 enter	 the	 Entertainer	
  career.
  Eligibility
  	
  Performing	 arts	 academy	 is	 available	 to	 any	 character	
  who	has	not	yet	begun	a	career.	It	can	be	taken	after	university	
  or	 a	 period	 in	 the	 reserves	 but	 not	 after	 attending	 any	 other	
  academy.
  Acceptance 
  	
  The	candidate	must	meet	the	requirements	of	the	Entertainer	
  service,	and	additionally	pass	a	CHA	Ability	Check	vs.	DC0	
  Success  
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(20-
  EDU)	to	pass	the	course	successfully
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	a	CHA	Ability	
  Check	vs.	DC20.
  Course length: 
  	
  Performing	Arts	academy	takes	2	years.	Failure	occurs	after	
  1 year, and gains no benefits.
  Benefits
  	
  Graduates	may	make	a	CHA	ability	check	vs.	DC6	to	enter	
  the	Entertainer	service	at	rank	O.	If	failed,	they	may	enter	at	
  rank	E3	
  	
  Honors	graduates	may	enter	the	Entertainer	career	at	rank	
  O2.	
  	
  Graduates	of	the	academy	receive	a	skills	package	rather	
  than	experience	points:	Entertain	(any)	(4	Ranks),	Entertain	(any)	
  (2	Ranks)	
  	
  Honors	 Graduates	 receive	 no	 additional	 skills	 but	 gain	 +	
  CHA.
  Other Requirements
  	
  Characters	 who	 fail	 to	 compete	 the	 course	 age	 	 year	
  but	 suffer	 no	 additional	 penalty.	 Graduates	 need	 not	 enter	 the	
  Entertainer	career.
  pSIOnICS InSTITUTE
  	
  The	 Psionics	 Institute	 represents	 any	 one	 of	 a	 variety	 of	
  training	methods	a	character	might	undertake	in	order	to	attain	
  basic	psionic	capability.	In	areas	where	psionics	are	legal,	this	
  might	be	a	formal	school.	In	most	regions,	however,	the	character	
  will have to find an underground training facility or a lone “master” 
  to	learn	from.	The	search	can	be	hazardous,	and	success	is	not	
  guaranteed.
  Eligibility (Finding An Institute)
   
  To find a source of teaching, a character must make a DC15 
  Gather	Information	check.	Success	indicates	that	someone	who	
  may	 be	 able	 to	 teach	 the	 character	 has	 been	 found.	 Failure	
  means	 that	 the	 character	 spent	 an	 entire	 year	 searching.	 She	
  may	try	again	next	year,	but	psionic	strength	diminishes	with	age	
  and	the	clock	is	ticking…
  EDUCATIOnAl OpTIOnS
  
  33
  4
  pRIOR HISTORy
  	
  There	is	a	50%	chance	that	any	school	found	will	fail	to	train	
  the	 character.	 This	 might	 be	 because	 the	 school	 is	 a	 fake,	 or	
  because	the	authorities	hounded	the	students	out	of	the	region.	If	
  the	school	turns	out	to	be	unsuitable,	the	character	can	try	again	
  next	year	somewhere	else.
  Acceptance 
   
  A candidate who finds a psionic institute will be automatically 
  accepted	if	she	has	the	Natural	Talent	feat.	If	not,	the	character	will	
  be	tested	for	psionic	ability.	Once	this	is	completed,	make	a	Psi	
  check	at	DC	5	to	determine	whether	the	school	is	willing	and/or	
  able	to	train	the	character.	Failure	means	that	the	character	has	
  wasted	her	time	but	may	continue	to	search	for	another	institute.	
  Success  
  	
  If	a	character	is	accepted	for	training,	he	will	automatically	
  succeed.	He	is	now	trained	as	per	chapter	0	of	this	book	or	the	
  Travelers	Handbook.
  	
  In	addition,	the	character	receives	the	skill	of	K/Psionics	(2	
  Ranks).
  Honors
  	
  It	is	not	possible	to	achieve	honors	in	psionic	training
  Course length 
   
  Whether the character finds a school or not, is trained or not, 
  the	process	of	searching	takes		year.
  Benefits
  	
  The	character	is	now	Psionically	trained	and	may	enter	the	
  Psionicist	prestige	class.	
  Other Requirements
  	
  It	is	possible	for	characters	to	obtain	psionic	training	during	
  play,	as	per	Chapter	0	of	this	book.	At	that	point	they	become	
  eligible for the Psionicist class. The process of finding a school 
  and	obtaining	training	described	here	applies	only	during	Prior	
  History.
  RESERVIST TRAInIng
  	
  Some	cultures	train	part	of	the	population	as	reserve	troops	
  or	as	militia.	Such	troops	are	mainly	infantry	or	support	specialists,	
  and	may	be	drawn	upon	to	expand	standing	forces	at	need.	
  Eligibility
  	
  Reservist	training	is	available	to	all	characters.
  Acceptance 
  	
  To	qualify	for	reservist	training,	a	character	must	have	CON	
  of	8	or	more.	Make	a	straight	check	at	DC6.	If	successful,	the	
  character	has	been	drafted	for	training	as	a	militia	member	or	
  army	 reservist.	 Only	 characters	 who	 have	 not	 yet	 attended	
  university	or	an	academy,	or	begun	a	career,	can	be	called	up	in	
  this	manner.
  Success  
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(8)	to	
  learn	anything	useful	from	her	period	in	the	reserves.	
  Honors
  	
  A	 reservist	 who	 so	 chooses	 may	 make	 a	 WIS	 check	 vs.	
  DC20.	 If	 successful,	 she	 is	 offered	 the	 chance	 to	 enlist	 in	 the	
  Army	 on	 a	 fast-track	 promotion	 scheme.	The	 character	 enters	
  the	 army	 at	 rank	 E2	 and	 gains	 a	 +2	 bonus	 on	 promotion	 and	
  commission	checks	that	term.
  Course length 
  	
  Reservist	service	is	normally	for	2	years.	Failure	means	that	
  the	character	serves	her	time	but	learns	nothing	useful.
  Benefits
  	
  Reservists	may	automatically	enlist	in	the	Army	career,	even	
  if	they	are	not	normally	eligible.	They	receive	a	skills	package	
  rather	than	experience.
  	
  Reservists	gain	2	skill	ranks	in	any	2	of:	T/Mechanical,	T/
  Communications,	 T/Electronics,	 T/Medical,	 Survival,	 Combat	
  Engineering,	 Forward	 Observer	 and	 in	 addition	 receive	 the	
  Weapons Proficiency (Marksman) feat. Characters who make 
  a	CON	check	vs.	DC5	are	put	through	more	complete	infantry	
  training and receive the Weapon Proficiency (Combat Rifleman) 
  feat.
  Other Requirements
  	
  Characters	trained	as	reservists	may	be	called	up	for	service	
  with	the	army.	On	a	successful	straight	check	vs.	DC6,	made	
  when	 the	 character	 completes	 her	 term	 as	 a	 reservist,	 the	
  character	is	drafted	into	the	armed	forces	and	must	spend	the	
  next	term	there.
  SpORTIng ACADEmy
   
  Training facilities exist for top-flight athletes, who hone their 
  abilities in an environment of fierce competition. 
  Eligibility
  	
  Sporting	academy	is	available	to	any	character	who	has	not	
  yet	begun	a	career.	It	can	be	taken	after	university	or	a	period	in	
  the	reserves	but	not	after	attending	any	other	academy.
  Acceptance 
  	
  The	 candidate	 must	 meet	 the	 requirements	 of	 the	Athlete	
  service,	and	additionally	pass	a	DEX,	CON	or	STR	Ability	Check	
  vs.	DC8	
  Success  
  	
  The	character	must	pass	a	CON	Ability	Check	vs.	DC2	to	
  complete	the	training.
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	a	DEX,	CON	or	
  STR	Ability	Check	vs.	DC8	and	a	CHA	Ability	check	vs.	DC	6.
  Course length 
  	
  Sporting	academy	takes	2	years.	Failure	occurs	after		year,	
  and gains no benefits.
  Benefits
  	
  Graduates	of	the	sporting	academy	may	choose	to	enter	the	
  Athlete	career	at	rank	O2.	If	so,	they	must	spend	the	next	2	terms	
  in	that	career.
  	
  Honors	graduates	of	the	academy	may	choose	to	enter	the	
  Athlete	service	at	rank	O3.	If	so,	they	must	spend	the	next	2	terms	
  in	that	career.
  	
  Graduates	of	the	Sporting	academy	receive	a	skills	package	
  rather	than	experience	points.	They	receive	3	ranks	in	any	one	
  of:	 Climb,	 Jump,	 Ride,	 Swim,	Tumble	 and	 	 Rank	 in	 P/Sports	
  Professional
  	
  Honors	Graduates	gain	+	to	STR,	CON,	or	DEX.
  Other Requirements
  	
  Characters	who	complete	the	sporting	academy	do	not	have	
  EDUCATIOnAl OpTIOnS
  
  34
  4
  pRIOR HISTORy
  to	embark	upon	a	career	in	sport.
  STAFF COllEgE
   
  Staff college trains military and starship officers in operational 
  and	organizational	skills,	enabling	them	to	devise,	support	and	
  organize,	large	scale	plans	and	operations.
  Eligibility
  	
  Staff	 college	 is	 open	 to	 any	 member	 of	 the	 Army,	 Flyer,	
  Merchant,	Navy,	or	Sailor	services	with	a	rank	of	O	or	higher.	
  The	 character	 may	 apply	 to	 Staff	 College	 before	 starting	 their	
  next	term.	If	successful,	the	character	attends	the	college	that	
  term,	but	must	spend	at	least	one	additional	term	following	the	
  college	in	the	service	they	came	from.
  Acceptance
  	
  The	character	must	pass	an	INT	ability	check	vs.	DC	(26-
  EDU).
  Success
  	
  The	character	must	pass	an	INT	ability	check	vs.	DC8	to	
  pass	the	course	successfully.
  Honors
  	
  Staff	College	has	no	honors	equivalent.
  Course length
  	
  Staff	College	takes		years.	Failure	occurs	after		year	and	
  gains no benefits.
  Benefits
  	
  Graduates	receive	a	+	bonus	on	their	promotion	roll	their	
  next	term.
  	
  Graduates	also	receive	a	skill	package	rather	then	experience	
  points:	P/Administration	(2	ranks),	Liaison	(2	ranks),	T/Computer	
  (	rank).
  Other Requirements
  	
  Characters	 who	 fail	 to	 complete	 the	 course	 must	 serve	
  their	next	term	in	the	service	whose	college	they	attended.	They	
  cannot	be	promoted	in	this	term.
  TECHnICAl COllEgE
  	
  Technical	College	is	a	special	school	set	up	to	train	technical	
  personnel	for	military	or	civilian	careers.	
  Eligibility
  	
  Technical	College	is	open	to	characters	who	have	not	yet	
  begun	a	career,	but	not	to	university	graduates.	
  Acceptance 
  	
  The	candidate	must	pass	an	INT	Ability	Check	vs.	DC4	
  Success  
  	
  The	character	must	pass	an	INT	Ability	check	vs.	DC	(20-
  EDU)	to	pass	the	course	successfully
  Honors
  	
  To	achieve	Honors,	the	character	must	pass	an	INT	Ability	
  Check	vs.	DC	(26-EDU).
  Course length 
  	
  Technical	College	takes	2	years.	Failure	occurs	after		year,	
  and gains no benefits.
  Benefits
  	
  Graduates	of	the	Technical	Academy	may	choose	to	enter	
  the	Engineer	career	at	rank	E3.	If	so,	they	must	serve	at	least	one	
  term	in	that	career.
  	
  Honors	graduates	of	the	Technical	Academy	may	choose	to	
  enter	the	Engineer	career	at	rank	O3.	If	so,	they	must	serve	at	
  least	two	terms	in	that	career.
  	
  Graduates	receive	a	skills	package	rather	than	experience	
  points:	T/Any	(3	Ranks),	K/Any	(	Rank)	
  	
  Honors	Graduates	receive	the	Gearhead	feat.
  Other Requirements
  	
  Characters	who	fail	to	compete	the	course	suffer	no	penalty	
  other	than	a	wasted	year.
  EDUCATIOnAl OpTIOnS
  
  35
  4
  pRIOR HISTORy
   
  ACADEmIC
  Core Career
  The	 Academic	 is	 inclined	 towards	 sedentary	 and	 studious	
  pursuits.	Academics	range	from	“true”	academics	–	students	and	
  college professors – through accountants and bureaucrats to field 
  scientists	who	may	experience	some	danger	and	action	in	their	
  daily	work.	This	career	covers	anyone	whose	primary	function	is	
  to	collect	and	apply	knowledge,	usually	from	a	comfortable	chair.	
  The	 Academic	 may	 be	 a	 scruffy	 teenage	 computer	 wizard;	 a	
  balding,	bespectacled,	and	distinctly	erratic	genius;	a	respectable	
  (and	 wealthy)	 individual	 whose	 hobby	 is	 science	 or	 a	 savvy	
  archaeologist	specializing	in	dangerous	and	unorthodox	research	
  out	on	the	frontiers.
  FInDIng EmplOymEnT
  A	character	must	have	an	Education	4+	and	Intelligence	2+,	or	
  must	make	a	Wisdom	check	(DC5)	to	become	an	Academic.	Most	
  Academics	will	usually	(but	not	always)	attend	University	before	
  entering	into	this	career,	in	an	attempt	to	earn	their	degree.
  Continued Employment:	DC2
  RAnKS
  	
  There	are	no	ranks	in	the	Academic	service.
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr000
  
  Low	Passage
  2
  Cr2000
  2
  Middle	Passage
  3
  Cr5000
  3
  High	Passage
  4
  Cr0,000
  4
  +	Social	Standing
  5
  Cr20,000
  5
  Gun
  6
  Cr30,000
  6
  Lab	Ship
  7
  Cr40,000
  7
  No benefit
  DUTy ASSIgnmEnT
  XP
  Survive
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  -4
  School
  auto
  none
  4
  5-0
  Teaching	
  Assignment
  2
  20
  2
  -4
  Lecture	Circuit
  4
  8
  0
  5-7
  Field	Research
  6
  0
  8
  8-9
  Classified Project
  8
  4
  6
  20
  Top	Secret	
  Research
  8
  6
  4
  Ability Modifier
  EDU
  None
  None
  	
  	
  	
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Tenure	 ends	 with	 Emeritus	 honors.	 (In	 effect	 the	
  character	is	honorably	discharged)
  3
  Lecture	 on	 questionable	 subject	 matter	 draws	 ridicule	
  from	academic	community.	Lose		point	SOC.
  4
  Accused	of	dishonorable	conduct	with	a	student.	Ensuing	
  scandal leads to dismissal. Lose all benefits.
  5
  Accusations	of	lecturing	on	seditious	subject	matter	(e.g.	
  Psionics)	leads	to	a	conviction.	Dismissed	and	forced	to	
  serve	an	extra	4	years	in	prisonas	a	Convict.	Lose	all	
  benefits.
  6
  A	temporarily	debilitating	mental	illness	forces	early	end	
  of	 tenure.	 Lose	 d6-3	 (minimum	 	 point)	 points	 from	
  either	INT	or	WIS.
  ACADEmIC DECORATIOnS
  	
  These	decorations	should	be	used	for	Academics	in	place	of	
  those	described	under	the	Decoration	section	earlier	for	military	
  personnel.
   
  FF	(Foundation	Fellowship):	An	award	of	merit	from	one	of	
  the	multitude	of	independent	charitable	and	research	foundations	
  throughout	 charted	 space.	 Received	 if	 the	 Decoration	 roll	 was	
  successful.	Common.
   
  SA (Science	Academy):	 Enlisted	 in	 the	 ranks	 of	 scholars	
  who have made a serious contribution to their fields. (A peer-
  review	process).	Received	if	the	Decoration	roll	was	greater	than	
  the	DC	by	at	least	5.	Supersedes	the	FF	award.	Uncommon.
   
  ZP	(The	Zhunastu	prize):	A	prize	awarded	by	a	committee	
  once	 every	 4	 years	 in	 various	 categories	 (Literature,	 Physics,	
  Medicine	etc),	it	is	the	pinnacle	in	scholarly	recognition.	The	prize	
  was	established	by	Emperor	Cleon	II,	after	his	abdication,	and	
  funded	by	a	large	endowment	provided	from	Zhunastu	Industries	
  profits at the time. Received if the Decoration roll was greater 
  than	the	DC	by	at	least	0.	Supersedes	the	FF	and	SA	awards.	
  Rare.
  EmplOymEnT
  OpTIOnS
  
  36
  4
  pRIOR HISTORy
  ARmy
  Service Career
  Most	 worlds	 maintain	 Ground	 Forces	 for	 their	 own	 defense.	
  Characters	 who	 have	 served	 in	 the	 Army	 will	 have	 gained	
  experience	 in	 one	 of	 the	 three	 main	 combat	 arms	 (Infantry,	
  Artillery,	Cavalry)	or	the	support	formations	(Technical,	Logistics,	
  Intelligence	 etc).	 Most	 characters	 are	 likely	 to	 have	 served	 in	
  the	infantry.	Army	characters	(of	all	arms)	learn	how	to	operate	
  infantry	weapons	plus	some	specialist	skills,	for	example	dealing	
  with	vehicle	operations,	hostile-environment	survival,	or	combat	
  engineering.	
  EnlISTIng
  The	character	must	be	from	a	world	with	some	form	of	military	
  or	paramilitary	ground	forces.	Strength	0+	and	Dexterity	8+	are	
  also	required.	You	may	choose	to	defer	the	enlistment	term	and	
  attend University or an Academy first if desired.
  Reenlistment:	DC9
  RAnKS
  Enlisted
  Commissioned
  E
  Private
  O
  Lieutenant
  E2
  Corporal
  O2
  Captain
  E3
  Sergeant
  O3
  Major
  E4
  Sergeant	First	Class
  O4
  Lieutenant	Colonel
  E5
  First	Sergeant
  O5
  Colonel
  E6
  Sergeant	Major
  O6
  General
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr2000
  
  Low	Passage
  2
  Cr5000
  2
  +	Intelligence
  3
  Cr0,000
  3
  +2	Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr0,000
  5
  Middle	Passage
  6
  Cr20,000
  6
  High	Passage
  7
  Cr30,000
  7
  +	Social	Standing
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive
  Comm
  Promo
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Training
  auto
  none
  (6)
  none
  8
  5-0
  Garrison
  auto
  none
  (8)
  none
  none
  -4
  Internal	
  Security
  2
  none
  (6)
  20
  none
  5-7 Police	
  Action
  4
  0
  2
  4
  8
  8-9 Counter	
  Insurgency
  4
  2
  4
  7
  2
  20
  Raid
  6
  4
  6
  6
  4
  Ability Modifier EDU
  CON
  EDU
  None
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted,	 lose	 one	 rank	 of	 service	 (e.g.	 a	 sergeant	
  becomes	a	corporal)
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  mIlITARy DECORATIOnS
  The	following	decorations,	medals,	and	awards	can	be	earned	by	
  military	personnel.
  	
  Purple Heart:	 This	 medal	 is	 not	 earned	 through	 the	
  Decoration	roll,	rather	it	is	earned	if	the	character’s	Survival	check	
  roll	was	exactly	equal	to	the	DC	needed.	It	represents	an	injury	in	
  the	line	of	duty.	The	character	also	receives	000xp.
  	
  MCUF	 (Meritorious	 Conduct	 Under	 Fire):	A	 decoration	 for	
  outstanding	 service	 under	 hostile	 conditions.	 Received	 if	 the	
  Decoration	roll	was	successful.	Common.
  	
  MCG (Medal	for	Conspicuous	Gallantry):	A	medal	awarded	
  for unusually brave or selfless act, short of putting one’s life 
  in	 immediate	 danger.	 Received	 if	 the	 Decoration	 roll	 was	 5	 or	
  greater	than	the	DC	needed.	Supercedes	the	MCUF	decoration.	
  Uncommon.
  	
  SEH (Starburst	for	Extreme	Heroism):	The	highest	award	a	
  soldier,	sailor,	or	spacer	can	earn,	often	posthumously.	Received	
  if	the	Decoration	roll	was	0	or	more	higher	than	the	DC	required.	
  Supercedes	all	other	awards,	medals,	or	decorations.	Rare.
  EmplOymEnT OpTIOnS
  
  37
  4
  pRIOR HISTORy
   ATHlETE
  Core Career
  The	 Athlete	 is	 a	 dedicated	 sportsperson,	 whether	 amateur	 or	
  professional. Some are extremely proficient within a narrow range 
  of	 activities,	 while	 others	 are	 multi-discipline	 competitors.	 The	
  career	can	also	represent	someone	who	is	simply	“into”	physical	
  activity	for	its	own	sake.
  FInDIng EmplOymEnT
  	A	character	must	have	Strength	and	DEX	of	0+	and	Constitution	
  of	2+.
  Continued Employment:	DC4
  RAnKS
  O
  Beginner
  O2
  Amateur	Athlete
  O3
  Semi-Professional	Athlete
  O4
  Professional
  O5
  Respected	Professional
  O6
  Famous	Athlete
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr000
  
  Low	Passage
  2
  Cr2000
  2
  Middle	Passage
  3
  Cr5000
  3
  High	Passage
  4
  Cr0,000
  4
  +	Social	Standing
  5
  Cr25,000
  5
  Sponsorship	deal
  6
  Cr50,000
  6
  Middle	Passage
  7
  Cr00,000
  7
  Middle	Passage
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive
  Promo
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  -4
  Day	Job
  auto
  8
  none
  9
  5-0
  Minor	League	
  Events
  2
  6
  8
  6
  -3
  Major	League	
  Events
  3
  0
  6
  4
  4-7
  Special	Training
  4
  4
  none
  6
  8
  Championship	
  Events
  5
  8
  2
  6
  9-20
  Illegal	
  Competition
  8
  0
  none
  4
  Ability Modifier
  CON
  INT
  None
  None
  	
  	
  	
  SURVIVAl mISHApS 
  1D
  Mishap
  
  Close	call,	no	further	action.
  2
  Persistent	injury	puts	the	character	out	of	contention	for	
  a	long	time	(effectively	honorable	discharge).
  3
  Involved in event fixing scandal. Lose 1d3 SOC.
  4
  Fail dope test. Athletic career ends. Lose all benefits.
  5
  Negligence	results	in	fatal	injuries	to	another	competitor.	
  Dismissed with loss of all benefits, serve 4 years in 
  prison	for	Manslaughter	as	a	Convict.
  6
  Serious	injury	incurred.	Lose	d6-3	(minimum		point)	
  points	from	STR	or	End.
  ATHlETIC DECORATIOnS
  	
  These	decorations	should	be	used	for	Athletes	in	place	of	
  those	described	under	the	Decoration	section	earlier	for	military	
  personnel.
   
  SSA	 (Sports	 Service	 Award):	 The	 character	 is	 honored	
  for	 sporting	 achievement	 or	 promotion	 of	 health	 among	 the	
  underprivileged.	Received	if	the	Decoration	roll	was	successful.	
  Common.
   
  SFM (Sports	Fellowship	Member):	The	character	is	granted	
  a	 place	 in	 sport’s	 “Hall	 of	 Fame”	 as	 a	 member	 of	 the	 Sports	
  Fellowship.	Automatic	advancement	to	rank	04	if	not	already	at	
  that	rank,	with	no	extra	experience.	Received	if	the	Decoration	
  roll	was	greater	than	the	DC	by	at	least	5.	Supersedes	the	SSA	
  award.	Uncommom.
   
  IMSE	 (Imperial	 Medal	 for	 Sporting	 Excellence):	 The	
  character	is	honored	as	one	of	the	all-time	heroes	of	sport.	Rank	
  immediately	advances	to	06	with	no	extra	experience,	and	SOC	
  is raised by 1d3. If the character qualifies for a knighthood as 
  a	result,	this	may	be	granted.	The	IMSE	is	awarded	only	on	a	
  roll	of	20	exactly	during	competition	in	a	Championship	Event.	
  Supersedes	the	SSA	and	SFM	awards.	Rare.
  EmplOymEnT OpTIOnS
  
  38
  4
  pRIOR HISTORy
  BARBARIAn
  Background Career
  The	Barbarian	hails	from	a	rural	low-tech	society.	This	may	be	the	
  outback	of	a	developed	world	or	the	towns	of	a	low-tech	planet.	
  Not	all	Barbarians	are	muscular	sword-wielding	heroes.	Many	are	
  craftsmen,	merchants	or	professionals	such	as	priests	or	scribes,	
  but	for	the	most	part	Barbarian	characters	will	be	familiar	with	
  outdoor	life	and	will	possess	survival,	hunting	or	low-tech	combat	
  skills.	Barbarians	are	not	stupid;	they	are	merely	uneducated	in	
  the	technological	marvels	of	the	universe	and	unfamiliar	with	life	
  in	the	big	city.	
  FInDIng A ClAn
  A	 character	 must	 usually	 be	 from	 a	 Very	 Low	 technology	
  homeworld	(TL0-3)	to	become	a	Barbarian,	though	the	Referee	
  may	 choose	 to	 allow	 Barbarian	 characters	 to	 hail	 from	 higher	
  technology	worlds	if	desired.	Barbarians	begin	as	a	young	adult	
  (age	4	for	most	races)	rather	than	an	adult	(age	8	for	most	
  races),	and	must	take	at	least	one	term	of	Barbarian	Prior	History	
  before	 taking	 a	 term	 of	 Prior	 History	 in	 any	 other	 service	 or	
  career.
  Continued Employment:	Automatic
  RAnKS
  O
  -
  O2
  Hunter
  O3
  Warrior
  O4
  War	Chief
  O5
  Tribe/Clan	Chief	
  O6
  Elder
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  None
  
  Low	Passage
  2
  None
  2
  Blade
  3
  Cr000
  3
  Blade
  4
  Cr2000
  4
  Blade
  5
  Cr3000
  5
  No Benefit
  6
  Cr4000
  6
  High	Passage
  7
  Cr5000
  7
  High	Passage
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive
  Promo
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  -4
  Village
  4
  8
  6
  5-0
  Migration
  6
  6
  2
  -4
  Hunting
  8
  4
  8
  5-7
  Raid
  8
  2
  6
  8-9
  War
  0
  0
  4
  20
  Exploration
  0
  2
  8
  Ability Modifier
  STR
  INT
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Loss	of	Face	before	tribe,	lose	one	rank	(e.g.	a	Warrior	
  becomes	a	Hunter)
  3
  Sent	into	the	larger	world	for	good	of	Tribe	(effectively	
  discharged)
  4
  Disgraced the Tribe and banished. Lose all benefits.
  5
  Dishonored	the	Tribe,	and	forced	into	slavery	for	4	years.	
  Lose all benefits.
  6
  Believed	to	be	cursed.	Beaten	almost	to	death	and
  driven	out	of	the	Tribe.	Lose	d6-3	(minimum		point)
  points	from	any	one	of:	STR,	DEX,	CON,	or	CHA.
  	
  EmplOymEnT OpTIOnS
  
  39
  4
  pRIOR HISTORy
  BElTER
  Background Career
  Belters	 are	 asteroid	 miners	 or	 prospectors.	 Many	 operate	
  small	 starships	 while	 others	 live	 and	 work	 in	 small,	 close-knit	
  communities.	Belters	have	a	wide	range	of	skills	from	starship	
  operations	to	engineering	and	working	in	hostile-environments.	
  Belters	 range	 from	 scruffy	 “one-mule”	 prospectors	 who	 spend	
  months	 at	 a	 time	 alone	 in	 space	 to	 highly	 educated	 mining	
  engineers	with	impressive	degrees.	
  pROSpECTIng FOR WORK
  Must	be	from	a	High	Technology	world	(TL0+).	Belters	begin	as	
  a	young	adult	(age	4	for	most	races)	rather	than	an	adult	(age	
  8	for	most	races),	and	must	take	at	least	one	term	of	Belter	Prior	
  History	before	taking	a	term	of	Prior	History	in	any	other	service	
  or	career.
  Continued Employment:	DC9
  RAnKS
  	
  There	are	no	ranks	in	the	Belters	service.
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  None
  
  Low	Passage
  2
  None
  2
  +	Intelligence
  3
  Cr000
  3
  Weapon
  4
  Cr000
  4
  High	Passage
  5
  Cr00,000
  5
  TAS	Membership
  6
  Cr00,000
  6
  Seeker
  7
  Cr00,000
  7
  No Benefit
    
  DUTy ASSIgnmEnT
  Cash
  XP
  Survive
  Bonus
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  -4
  Portside
  4
  none
  8
  5-0
  Contract	Work
  9
  22
  4
  -4
  Rush	Region
  4
  20
  0
  5-7
  Trojan	Points
  6
  8
  0
  8-9
  Belt	Fringe
  8
  6
  8
  20
  Rumor
  6
  4
  0
  Ability Modifier
  +1 per term
  WIS
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Robbed.	Lose	any	cash	bonus	for	this	term
  3
  Claim-Jumped.	Lose	any	cash	bonus	for	this	term	and	
  any	prior	terms
  4
  Fired/Banned.	 Discharged	 from	 employment.	 Lose	 all	
  benefits.
  5
  Stranded/Betrayed.	Choose	between	spending	4	years	
  in low berth or 4 years in prison. Lose all benefits.
  6
  Severely	Injured.	Lose	d6-3	(minimum		point)	points	
  from	any	one	of:	STR,	DEX,	CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  40
  4
  pRIOR HISTORy
  COnVICT
  Service Career
  Characters	convicted	of	a	crime	(rightly	or	otherwise)	will	often	
  be sentenced to a period of servitude or confinement. Although 
  their	liberty	is	restricted,	characters	can	still	learn	a	great	deal	
  during	time	spent	“inside”	or	attached	to	a	punishment	unit.	The	
  Convict	 career	 is	 open	 to	 any	 character	 receiving	 Prison	 as	 a	
  mishap	result	in	character	generation.	Normally,	a	single	term	(4	
  years)	is	served.	However,	the	re-enlistment	check	is	replaced	
  with	an	Appeal	check	for	this	class.	Characters	who	fail	to	make	
  their	Appeal	 check	 MUST	 serve	 another	 term	 in	 prison	 before	
  attempting	it	again.
  gETTIng COnVICTED
  The	only	way	to	spend	a	term	in	this	service	is	to	suffer	a	survival	
  mishap	while	serving	a	term	in	another	service	or	career.	
  gETTIng OUT
  At	 the	 end	 of	 a	 term	 as	 a	 convict,	 rather	 than	 checking	 for	
  continued	employment	or	reenlistment,	the	character	may	appeal	
  their	sentence	(CHA	ability	check	vs.	DC5;	+	per	term	served	
  after the first). If the appeal check fails, the character must serve 
  another	term	as	a	convict.
  RAnKS
  	
  There	are	no	ranks	in	the	Convicts	service.
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  None
  
  Low	Passage
  2
  None
  2
  +	Intelligence
  3	
  None
  3
  Mid	passage
  4
  None
  4
  Mid	Passage
  5
  None
  5
  +	Education
  6
  Cr00,000
  6
  No Benefit
  7
  Cr250,000
  7
  No Benefit
   
  DUTy ASSIgnmEnT
  XP
  Survive*
  Bonus
  1d20
  Assignment
  DC
  DC
  -4
  Open	Prison
  2
  2
  5-0
  Minimum	Security
  4
  4
  -4
  Maximum	Security
  0
  6
  5-7
  Hard	Labor
  8
  0
  8-9
  Secret	Facility
  2
  4
  20
  Death	Camp
  6
  8
  Ability Modifier
  INT
  None
  	
  	
  *	Failure	to	survive	does	not	lose	the	character	any	XP,	unless	
  noted.	Characters	gain	4000	XP	per	term,	plus	any	bonus.
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Sentence	extended.	Automatically	serve	another	term	
  3
  Case	dragged	through	the	media.	Lose	d3	SOC
  4
  Long periods in solitary confinement. Halve basic XP 
  gained,	no	bonus	possible
  5
  Subjected	 to	 torture/illegal	 experiments.	 Lose	 	 point	
  from	any	stat
  6
  Severely	Injured	in	beatings.	Lose	d6-3	points	(minimum	
  of		point)	from	any	one	of:	STR,	DEX,	CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  4
  4
  pRIOR HISTORy
   CORSAIR
  Service Career
  Corsairs	are	pirates	and	raiders	who	make	their	way	by	preying	
  on	 commerce	 or	 looting	 weakly	 defended	 outposts.	 In	 Vargr	
  society,	“Corsair”	is	an	honorable	profession,	but	to	most	Humans	
  the	term	refers	to	an	amoral	starfaring	murderer.	Corsairs	operate	
  in organized bands, and may even form small fleets for a very 
  daring	 raid	 in	 force.	 Personnel	 tend	 to	 have	 both	 ground	 and	
  shipboard	 combat	 skills,	 plus	 the	 technical	 skills	 necessary	 to	
  operate	a	ship.
  EnlISTIng
  The	character	must	come	from	a	world	with	some	form	of	starport	
  military	 forces.	 Strength	 2+	 and	 Constitution	 2+	 are	 also	
  required.	You	may	choose	to	defer	the	enlistment	term	and	attend	
  University or an appropriate Academy first if desired.
   
  Special: After	completing	at	least	one	term	of	service	in	the	
  Corsairs	in	Prior	History,	a	character	receives	the	Crewmember	
  feat	for	free.
  Reenlistment:	DC6
  RAnKS
  O0
  Captive	Technician
  O
  Recruit
  O2
  Spacehand
  O3
  Corporal
  O4
  Sergeant
  O5
  Lieutenant
  O6
  Captain
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr000
  
  Low	Passage
  2
  Cr5000
  2
  +	Intelligence
  3
  Cr5000
  3
  +	Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr20,000
  5
  -	Social
  6
  Cr50,000
  6
  High	Passage
  7
  Cr00,0000
  7
  Corsair
  DUTy ASSIgnmEnT 
  Cash
  XP 
  Survive
  Promo
  Bonus
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  -5
  Lying	Low
  3
  6
  None
  None
  6-0
  Piracy
  8
  4
  6
  4
  11-15
  Planetary Raid
  10
  14
  12
  12
  6-9
  Mercenary	Work
  6
  6
  8
  5
  20
  Multiship	
  Operations
  8
  2
  6
  4
  Ability Modifier
  CON
  INT
  CHA
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted,	 lose	 one	 rank	 of	 service	 (e.g.	 a	 corporal	
  becomes	a	spacehand).
  3
  Suspected	of	concealing	loot.	Effectively	dismissed	the	
  service.
  4
  Group broken up by authorities. Lose all benefits and 
  leave	the	service.
  5
  Captured.	Narrowly	avoid	the	death	penalty	by	testifying	
  against	your	comrades.	Serve	2	terms	in	jail	as	a	Convict	
  and lose all benefits.
  6
  Injured	in	combat.	Lose	d6-3	(minimum		point)	points	
  from	any	one	of:	STR,	DEX,	CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  42
  4
  pRIOR HISTORy
  DIplOmAT
  Prestige Career
  The	Diplomat	is	an	expert	at	negotiation	and	liaison.	Diplomats	
  can	be	found	in	all	walks	of	life,	from	business	to	the	military	and	
  law	enforcement,	and	most	worlds	and	nations	maintain	a	corps	
  of	diplomats	to	further	their	interests.	Diplomacy	is	a	career	often	
  followed by distinguished military officers or nobles. Diplomats 
  tend	to	be	cultured	but	fairly	sedentary	individuals,	but	in	their	
  own	way	they	can	be	as	deadly	as	any	sniper.
  EnlISTIng
  A	starting	character	must	have	an	Education	2+	and	Charisma	
  2.	A	character	who	has	attended	University	or	holds	a	noble	title	
  enters	the	service	at	rank	O0.	Otherwise,	the	character	enters	
  the diplomatic service at the “ground floor” – rank E1. You may 
  choose to defer the enlistment term and attend University first if 
  desired	(see	Higher	Education).
  Reenlistment:	DC4
  RAnKS
  Support Staff
  Ambassadorial Staff
  E
  Admin	Assistant
  O0
  Supernumerary	
  (Unofficial attached 
  staff)
  E2
  Admin	Supervisor
  O
  Liaison Officer/ Attaché
  E3
  Functionary
  O2
  Negotiator
  E4
  Junior	Staff	Member
  O3
  Assistant	Ambassador
  E5
  Staff	Member
  O4
  Ambassador*
  E6
  Staff	Supervisor
  O5
  Ambassador*		
  O6
  Ambassador*
  *Higher rank reflects more important postings
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr5000
  
  High	Passage
  2
  Cr0,000
  2
  TAS	Membership
  3
  Cr20,000
  3
  High	passage
  4
  Cr50,000
  4
  +	SOC
  5
  Cr00,000
  5
  +	EDU
  6
  Cr250,000
  6
  +	INT
  7
  Cr500,000
  7
  +	SOC
  	
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive
  Commis
  Promo
  Bonus
  1d20
  Assignment
  DC
  DC
  DC*
  DC
  -6
  Political	
  Campaigning
  2
  4
  8
  6
  7-0
  Treaty	
  Negotiations
  6
  2
  2
  4
  -3
  Corporate	
  Dispute
  4
  6
  8
  2
  4-5
  Internal	Strife
  8
  0
  2
  8
  6-20
  Ambassadorial	
  Posting
  6
  2
  4
  0
  Ability Modifier
  WIS
  CHA
  INT
  None
  	
  	
  *	Characters	with	rank	O	or	higher	suffer	a	penalty	equal	
  to	their	rank	when	checking	for	promotion	(e.g.	O3	suffers	a	–3	
  penalty).	
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Serious	embarrassment,	lose	one	rank	(e.g.	a	Negotiator	
  becomes a Liaison Officer)
  3
  No	suitable	appointment	(effectively	discharged)
  4
  Involved in political scandal. Lose all benefits and suffer 
  –	loss	to	SOC
  5
  Involved	in	criminal	activity.	Go	to	prison	for	4	years	as	a	
  Convict. Lose all benefits.
  6
  Injured	 in	 riots	 or	 foreign	 protests	 against	 your	
  government.	Lose	d6-3	(minimum		point)	points	from	
  any	one	of:	STR,	DEX,	CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  43
  4
  pRIOR HISTORy
   EngInEER
  Prestige Career
  The	Engineer	career	has	a	lot	of	overlap	with	the	Professional,	
  but	 there	 are	 some	 important	 differences.	 The	 Engineer	 is	 a	
  specialized	equipment-user	and	problem-solver	who	is	not	usually	
  at home in the boardroom or dealing with his financial backers. 
  A	Professional	working	as	an	engineer	will	generally	be	better	
  at	such	administrative	matters;	the	Engineer	is	more	focused	on	
  finishing the job at hand.
  FInDIng EmplOymEnT
  To	become	an	Engineer,	a	starting	character	must	have	INT	9+.	
  This	 service	 may	 be	 deferred	 to	 allow	 the	 character	 to	 attend	
  University.
  Continued Employment:	DC4
  RAnKS
  	
  Enlisted	 Engineers	 are	 normally	 termed	 Technicians.	
  Commissioned ranks are fully qualified Engineers. This status 
  may	well	have	no	link	to	actual	skill	level.	
  Enlisted/Technician
  Professional
  E
  Trainee
  O
  Assistant	Engineer
  E2
  Apprentice
  O2
  Engineer
  E3
  Advanced	Apprentice
  O3
  Experienced	Engineer
  E4
  Journeyman
  O4
  Chartered	Engineer
  E5
  Technician
  O5
  Consultant	Engineer
  E6
  Technical	Expert
  O6
  Industry-Wide	Expert
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr0,000
  
  High	Passage
  2
  Cr20,000
  2
  +	Intelligence
  3
  Cr40,000
  3
  +	Education
  4
  Cr60,000
  4
  Vehicle
  5
  Cr80,000
  5
  TAS	Membership
  6
  Cr00,000
  6
  High	Passage
  7
  Cr250,000
  7
  Imperial	Charter*
  *	 An	 Imperial	 Charter	 indicates	 the	 character	 has	 worked	 for	
  the	authorities	at	a	high	level	and	has	the	approval	of	a	senior	
  Imperial	noble	(count,	Duke	or	above).	It	bestows	+	SOC	and	
  an	 annual	 retainer	 of	 Cr000.	 Holders	 of	 an	 Imperial	 Charter	
  received	preference	when	tendering	for	contracts,	and	command	
  higher	fees	for	consulting	work.
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive
  Promo
  Commis
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  -4
  Civil	Projects
  2
  2
  6
  6
  5-0
  Odd	Jobs
  4
  4
  4
  2
  -4
  Frontier	
  Contracts
  6
  6
  4
  8
  5-7
  Government	
  Service
  2
  2
  4
  8
  8-9
  Shipboard	
  Contract
  6
  0
  8
  2
  20
  Major Project
  4
  6
  8
  6
  Ability 
  Modifier
  DEX
  INT
  EDU
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action.
  2
  Minor	injury.	Lose		point	from	either	STR	or	DEX.
  3
  Contracts	dry	up.	Effectively	discharged.
  4
  Fired. Discharged with no benefit this term. Other terms’ 
  benefits are retained.
  5
  Prosecuted	for	negligence	after	a	disaster.	Lose		points	
  of	SOC	and	spend	4	years	in	prison	as	a	Convict.	Lose	
  all benefits.
  6
  Serious	injury.	Lose	d6-3	(minimum		point)	points	from	
  any	one	of:	STR,	DEX,	CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  44
  4
  pRIOR HISTORy
  EnTERTAInER
  Core Career
  The	Entertainer	is	an	individual	 who	makes	his	or	her	way	by	
  amusing	others,	distracting	them	from	their	cares	and	anxieties.	
  While	there	are	numerous	superstars,	there	are	far	more	mid-
  level	entertainers	making	a	modest	living	on	the	circuit,	and	even	
  more	that	live	more	or	less	hand-to-mouth.
  FInDIng EmplOymEnT
  A	starting	character	must	have	Dexterity	2+	and	Charisma	2+.
  Continued Employment:	DC5
  RAnKS
  *	“Commissioned”	rank	represents	an	entertainer	who	has	been	
  “discovered”	and	made	it	out	of	the	starport	clubs	and	into	the	
  mass	media.
  Amateur/Semiprofessional
  Professional
  E
  Unknown
  O
  Professional
  E2
  Unknown
  O2
  Respected	
  Professional
  E3
  Newbie
  O3
  Borderline	Famous
  E4
  Local	talent
  O4
  Minor	Celebrity
  E5
  Semi-professional
  O5
  Celebrity
  E6
  Rising	Talent
  O6
  Sector-wide	sensation
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr500
  
  Low	Passage
  2
  Cr000
  2
  +	Intelligence
  3
  Cr20,000
  3
  +	Charisma
  4
  Cr0,000
  4
  +	Social	Standing	
  5
  Cr50,000
  5
  Middle	Passage
  6
  Cr75,000
  6
  High	Passage
  7
  Cr50,000
  7
  Yacht
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive Discovery Promo
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Bad	Patch
  0
  None
  8
  None
  6
  5-0
  On	Tour
  4
  6
  6
  20
  2
  -4 Entertaining	
  Troops
  6
  8
  4
  4
  0
  5-7 Steady	Gig
  2
  6
  2
  9
  8
  8-9 Movies
  6
  2
  0
  7
  6
  20
  Big	Movie	
  Roles
  6
  8
  8
  2
  2
  Ability 
  Modifier
  CHA
  INT
  WIS
  CHA
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Out	of	favor	with	the	masses:	effectively	demoted,	lose	
  one	rank	of	service	(e.g.	a	celebrity	becomes	a	minor	
  celebrity)
  3
  Decide	to	pack	it	all	in:	effectively	honorably	discharged	
  from	the	service.
  4
  Indiscretions	 dragged	 through	 the	 media:	 effectively	
  discharged from the service. Lose all benefits and 1 point 
  of	SOC.
  5
  Convicted	 of	 serious	 crimes:	 Dishonorably	 discharged	
  from	the	service	after	serving	an	extra	4	years	in	prison		
  as a Convict for a crime. Lose all benefits and 1 point of 
  SOC.
  6
  The	masses	turn	on	you;	you	become	a	cultural	villain.	
  Lose	d6-3	(minimum		point)	points	from	CHA	and	2	
  points	of	SOC.	Effectively	dismissed	the	service	with	the	
  loss of all benefits.
  EnTERTAInmEnT DECORATIOnS
  Entertainers	can	win	awards	or	the	equivalent	for	their	work.	
   
  Year of Popularity (YP) Not	 an	 award	 as	 such,	 but	 the	
  character	 is	 on	 every	 talk	 show,	 advertising	 hoarding	 and	
  sports	drink	bottle	for	ten	parsecs.	The	character	gains	no	extra	
  experience	 for	 this,	 but	 may	 treat	 the	 next	Assignment	 roll	 as	
  if	 it	 were	 the	 next	 category	 down	 the	 chart	 (e.g.	 a	 steady	 gig	
  becomes a movie role), with an additional +2 modifier on all 
  checks	for	discovery	and	promotion	in	the	next	term.	Awarded	if	
  the	character	makes	the	decoration	check.	Common.
  	
  Mike (M): The	character	is	a	nominee	for	a	Golden	Microphone	
  (‘Mike’)	award.	Automatic	advancement	to	rank	O3	if	not	already	
  at	that	rank,	with	no	extra	experience,	and	all	other	effects	of	the	
  YP	award.	Received	if	the	Decoration	roll	was	greater	than	the	
  DC	by	at	least	5.	Uncommon.
   
  Iridium Globe (IG):	The	character	is	honored	as	one	of	this	
  year’s	 heroes	 of	 entertainment.	 Rank	 immediately	 advances	
  to	 O5	 with	 no	 extra	 experience,	 and	 SOC	 is	 raised	 by	 d3.	 If	
  the character qualifies for a knighthood as a result, this may be 
  granted.	The	IG	is	awarded	only	on	a	roll	of	9-20	exactly	during	
  a	term	in	which	the	character	has	a	big	movie	role,	or	on	a	20	
  exactly	 in	 a	 steady	 gig	 or	 ordinary	 movie	 role.	Also	 gives	 the	
  benefits of a YP. Rare.
  EmplOymEnT OpTIOnS
  
  45
  4
  pRIOR HISTORy
   FlyER
  Service Career
  Most	worlds	maintain	some	form	of	army	for	their	own	defense.	
  Usually the army includes a corps of “flyers” responsible for air 
  support,	transport,	and	logistics,	and	on	more	advanced	worlds,	
  aerospace	defense.	This	force,	Close	Orbit	and	Airspace	Control	
  Command	(COACC)	is	a	branch	of	the	army	that	mans	tracking	
  stations,	 ground	 defense	 batteries,	 and	 aerospace	 or	 even	
  orbital	interceptor	craft.	The	crews	of	the	latter,	a	relatively	small	
  proportion	of	the	total	personnel	assigned,	are	termed	“Flyers.”
  EnlISTIng
  The	character	must	be	from	a	world	with	some	form	of	organized	
  aerospace	forces.	INT	2+	and	DEX	0+	are	also	required.	You	
  may	choose	to	defer	the	enlistment	term	and	attend	University	or	
  COACC Academy first if desired.
  Reenlistment:	DC0
  RAnKS
  Enlisted
  Commissioned
  E
  Aircrafthand
  O
  Pilot Officer
  E2
  Leading	Aircrafthand
  O2
  Flight	Lieutenant
  E3
  Crew	Chief
  O3
  Squadron	Leader
  E4
  Flight	Sergeant
  O4
  Group	Captain
  E5
  Senior	Flight	Sergeant
  O5
  Wing	Commander
  E6
  Flight	Sergeant	Major
  O6
  Air	Marshal
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr2000
  
  Low	Passage
  2
  Cr5000
  2
  +	Intelligence
  3
  Cr0,000
  3
  +2	Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr20,000
  5
  Middle	Passage
  6
  Cr30,000
  6
  High	Passage
  7
  Cr50,000
  7
  +	Social	Standing
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive Comm Promo
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Training
  auto
  none
  (6)
  none
  8
  5-0
  Garrison
  auto
  none
  (8)
  none
  none
  -4 Patrol
  2
  8
  (6)
  20
  none
  5-7 Interceptor
  4
  0
  2
  4
  8
  8-9 Strike
  6
  2
  4
  7
  2
  20
  Battle
  8
  4
  6
  6
  4
  Ability Modifier DEX
  EDU
  INT
  None
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted, lose one rank of service (e.g. a flight sergeant 
  becomes	a	crew	chief)
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  mIlITARy DECORATIOnS
  The	following	decorations,	medals,	and	awards	can	be	earned	by	
  military	personnel.
  	
  Purple Heart:	 This	 medal	 is	 not	 earned	 through	 the	
  Decoration	roll,	rather	it	is	earned	if	the	character’s	Survival	check	
  roll	was	exactly	equal	to	the	DC	needed.	It	represents	an	injury	in	
  the	line	of	duty.	The	character	also	receives	000xp.
  	
  MCUF	 (Meritorious	 Conduct	 Under	 Fire):	A	 decoration	 for	
  outstanding	 service	 under	 hostile	 conditions.	 Received	 if	 the	
  Decoration	roll	was	successful.	Common.
  	
  MCG (Medal	for	Conspicuous	Gallantry):	A	medal	awarded	
  for unusually brave or selfless act, short of putting one’s life 
  in	 immediate	 danger.	 Received	 if	 the	 Decoration	 roll	 was	 5	 or	
  greater	than	the	DC	needed.	Supercedes	the	MCUF	decoration.	
  Uncommon.
  	
  SEH (Starburst	for	Extreme	Heroism):	The	highest	award	a	
  soldier,	sailor,	or	spacer	can	earn,	often	posthumously.	Received	
  if	the	Decoration	roll	was	0	or	more	higher	than	the	DC	required.	
  Supercedes	all	other	awards,	medals,	or	decorations.	Rare.
  EmplOymEnT OpTIOnS
  
  46
  4
  pRIOR HISTORy
  lAW EnFORCER
  Service Career
  There	 are	 many	 types	 of	 Law	 Enforcer,	 from	 beat	 cops	 to	
  detectives, from corporate security officials to bounty hunters and 
  skip	tracers.	What	they	all	have	in	common	is	a	mission	to	keep	
  the	peace	and	enforce	the	rules	(though	the	laws	they	uphold	
  may	be	very	different,	depending	upon	their	background).	Most	
  Enforcers	start	out	in	an	organized	police	or	security	unit,	and	
  most	 stay	 there.	 Those	 that	 move	 on	 to	 freelance	 work	 often	
  operate	on	the	fringes	of	the	law	themselves,	breaking	a	few	rules	
  to	keep	the	general	peace	or	to	eliminate	serious	felons.	
  FInDIng EmplOymEnT
  A	 starting	 character	 must	 have	 Intelligence	 0+	 and	 Wisdom	
  0+	 to	 become	 a	 Law	 Enforcer.	You	 may	 choose	 to	 defer	 the	
  enlistment term and attend University first if desired (see Higher 
  Education).
  Continued Employment:	DC5
  RAnKS
  Other	 titles	 are	 possible,	 for	 example	 in	 private	 security	 units.	
  Ministry	 of	 Justice	 (MoJ)	 personnel	 are	 divided	 into	 Security	
  and	Investigative	branches.	Freelancers	are	divided	into	guard/
  security	personnel	and	pursuit/investigative	operatives	
  Enlisted/Security
  Rank
  Police 
  MoJ 
  Freelance 
  E
  Rookie	Patrolman
  Probationary	
  Deputy
  Rookie
  E2
  Patrolman
  Deputy	
  Guard
  E3
  Senior	Patrolman
  Senior	Deputy
  Senior	Guard
  E4
  Veteran	Patrolman
  Veteran	Deputy
  Squad	Leader
  E5
  Police	Sergeant
  Marshal
  Watch	
  Commander
  E6
  Veteran	Police	
  Sergeant
  Senior	Marshal
  Security	Chief
  Commissioned/Investigative
  O
  Lieutenant/
  Detective
  Junior	Agent
  Enforcer
  O2
  Senior	Lieutenant/
  Detective
  Agent
  Skip	Tracer/
  Bounty	Hunter
  O3
  Junior	Captain
  Special	Agent
  Experienced	
  Skip	Tracer/
  Bounty	Hunter
  O4
  Senior	Captain
  Special	Agent
  Veteran	Skip	
  Tracer/Bounty	
  Hunter
  O5
  Commissioner
  Coordinator
  Legendary	
  Skip	Tracer/
  Bounty	Hunter
  O6
  Police	Chief
  District	
  Coordinator
  -
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr000
  
  Low	Passage
  2
  Cr2000
  2
  +	Intelligence
  3
  Cr5000
  3
  +Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr25,000
  5
  +	Wisdom
  6
  Cr50,000
  6
  High	Passage
  7
  Cr75,000
  7
  TAS	Membership
  DUTy ASSIgnmEnT
  Rank
  XP
  Cash
  Survive Comm Promo Bonus Bonus
  1d20 Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Training
  auto
  none
  2
  0
  none
  5-4
  Patrol/
  Enforcement*
  3
  8
  (6)/6
  none
  none
  4-6 Riot	Duty
  4
  none
  (8)
  none
  none
  7-8 Counterterrorism
  6
  0
  2
  0
  6
  9
  Undercover
  6
  2
  4
  8
  2
  20
  Special	Duty
  8
  6
  8
  6
  4
  Ability Modifier
  WIS
  EDU
  INT
  None
  Rank
  (Officers 2x rank)
  *	Enlisted	personnel	promoted	on	DC	6,	commissioned	on	DC	
  6
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted,	lose	one	rank	of	service
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  47
  4
  pRIOR HISTORy
   mARInES
  Service Career
  The Marine Corps is a specialized fighting force. Its troopers gain 
  impressive	combat	skills	and	some	shipboard	experience.	Marines	
  are adept at fighting in zero-g and other hostile environments.
  EnlISTmEnT
  The	character	must	be	from	a	world	with	some	form	of	spacefaring	
  or	 starfaring	 military	 forces.	 Strength	 0+,	 Dexterity	 0+	 and	
  Intelligence	8+	are	also	required.	
  Reenlistment:	DC7
  RAnKS
  Enlisted
  Commissioned
  E
  Private
  O
  Lieutenant
  E2
  Lance	Corporal
  O2
  Captain
  E3
  Corporal
  O3
  Force	Commander
  E4
  Sergeant
  O4
  Lieutenant	Colonel
  E5
  Gunnery	Sergeant
  O5
  Colonel
  E6
  Sergeant	Major
  O6
  Brigadier
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr2000
  
  Low	Passage
  2
  Cr5000
  2
  +2	Intelligence
  3
  Cr5000
  3
  +	Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr20,000
  5
  TAS	Membership
  6
  Cr30,000
  6
  High	Passage
  7
  Cr40,000
  7
  +2	Social	Standing
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive Comm Promo
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Training
  auto
  none
  (6)
  none
  8
  5-0
  Ship’s	Troops
  2
  none
  (6)
  20
  6
  -4 Internal	
  Security
  2
  none
  (6)
  20
  none
  5-7 Police	Action
  4
  4
  2
  2
  8
  8-9 Counter	
  Insurgency
  4
  6
  4
  4
  2
  20
  Raid
  6
  8
  6
  4
  4
  Ability Modifier EDU
  CON
  EDU
  None
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted,	 lose	 one	 rank	 of	 service	 (i.e.	 a	 sergeant	
  becomes	a	corporal)
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits.
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA
  .
  mIlITARy DECORATIOnS
  The	following	decorations,	medals,	and	awards	can	be	earned	by	
  military	personnel.
  	
  Purple Heart:	 This	 medal	 is	 not	 earned	 through	 the	
  Decoration	roll,	rather	it	is	earned	if	the	character’s	Survival	check	
  roll	was	exactly	equal	to	the	DC	needed.	It	represents	an	injury	in	
  the	line	of	duty.	The	character	also	receives	000xp.
  	
  MCUF	 (Meritorious	 Conduct	 Under	 Fire):	A	 decoration	 for	
  outstanding	 service	 under	 hostile	 conditions.	 Received	 if	 the	
  Decoration	roll	was	successful.	Common.
  	
  MCG (Medal	for	Conspicuous	Gallantry):	A	medal	awarded	
  for unusually brave or selfless act, short of putting one’s life 
  in	 immediate	 danger.	 Received	 if	 the	 Decoration	 roll	 was	 5	 or	
  greater	than	the	DC	needed.	Supercedes	the	MCUF	decoration.	
  Uncommon.
  	
  SEH (Starburst	for	Extreme	Heroism):	The	highest	award	a	
  soldier,	sailor,	or	spacer	can	earn,	often	posthumously.	Received	
  if	the	Decoration	roll	was	0	or	more	higher	than	the	DC	required.	
  Supercedes	all	other	awards,	medals,	or	decorations.	Rare.
  EmplOymEnT OpTIOnS
  
  48
  4
  pRIOR HISTORy
  mARTIAl ARTIST
  Core Career
  Anyone can learn to fight, and anyone can get some martial 
  arts	training.	However,	those	who	wish	to	truly	master	the	arts	
  of	 personal	 combat	 must	 devote	 considerable	 time	 and	 effort	
  to	the	task,	and	for	this	reason	the	study	of	martial	arts	can	be	
  considered	to	be	a	service.
  FInDIng EmplOymEnT
  A	 character	 must	 have	 Constitution	 0+	 and	 Dexterity	 2+	 to	
  become	a	Martial	Artist.
  Continued Employment:	DC4
  RAnKS
  There is no unified ranking structure to the martial arts world. Many 
  arts	use	a	system	of	colored	belts	or	sashes	to	denote	ranking,	
  while	others	have	no	desire	for	outward	display.	Whatever	system	
  is	 used	 (belts,	 sashes,	 pins,	 gloves,	 shirts,	 tattoos	 or	 “pecking	
  order”)	can	be	equated	to	the	belt	system	demonstrated	here.	
  Note	that	it	is	not	possible	to	gain	a	“commission”	in	the	martial	
  arts	 except	 by	 promotion	 from	 the	 “enlisted”	 ranks.	 “Enlisted”	
  ranks	 represent	 students	 engaged	 in	 initial	 studies,	 while	
  “Commissioned”	 rank	 implies	 that	 the	 individual	 has	 become	
  qualified to teach, demonstrate or represent the art at a high level, 
  perhaps	in	open	competition.	A	character	who	is	E6	and	receives	
  a	promotion	must	immediately	roll	again.	If	she	is	successful,	she	
  advances	to	O.	If	not,	she	remains	a	“mere”	black	belt	student.
  Enlisted
  E
  White	Belt
  E2
  Yellow	Belt
  E3
  Green	Belt
  E4
  Blue	Belt
  E5
  Brown	Belt
  E6
  Black	Belt	(st	Dan)
  Commissioned
  O
  Black	Belt	(2nd	Dan)/Junior	Instructor/	Competitor
  O2
  Black	Belt	(3rd	Dan)/	Instructor/	Experienced	
  Competitor
  O3
  Black	Belt	(4th	Dan)/	Senior	Instructor/	Regional	
  Champion
  O4
  Black	Belt	(5th	Dan)/	Master	of	the	Art/	Planetary	
  Champion
  O5
  Black	Belt	(6th	Dan)/	Master	of	the	Art/	Multi-Systems	
  Champion
  O6
  Red	Belt	(7th+Dan)/	Master	of	the	Way/	Legendary	
  Champion
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr00
  
  Low	Passage
  2
  Cr250
  2
  +	Intelligence
  3
  Cr500
  3
  +Charisma
  4
  Cr000
  4
  Weapon
  5
  Cr2500
  5
  +	Wisdom
  6
  Cr0,000
  6
  High	Passage
  7
  Cr25,000
  7
  TAS	Membership
  DUTy ASSIgnmEnT
  Rank
  XP
  Cash
  Survive Comm Promo
  Bonus
  Bonus
  1d20
  Assignment
  DC
  DC
  DC***
  DC
  DC
  -6
  Training
  2
  8
  (8)/6
  8
  none
  7-2
  Security	Work
  4
  8
  (6)/8
  6
  6
  3-6 Competition
  6
  6
  (6)/6
  4
  4
  7-8 Seeking*
  6
  0
  6
  2
  none
  9-20 Special	
  Training**
  8
  6
  8
  2
  none
  Ability Modifier CON
  INT
  CON
  None
  None
  *	Wandering,	seeking	new	teachers	or	styles
  **	Training	with	a	legendary	master	or	at	a	famous	school
  ***	 Numbers	 in	 brackets	 represent	 promotion	 DC	 for	 enlisted	
  ranks.	Commissioned	ranks	must	meet	the	higher	DC	in	order	
  to	be	promoted.
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Disgraced	and	punished,	lose	one	rank	of	service.	O	
  and	higher	demoted	straight	to	E6
  3
  School	 dissolved/master	 retires.	 Treat	 as	 honorable	
  discharge.
  4
  Disgraced	 and	 expelled	 from	 the	 art	 or	 school.	 Treat	
  as	 dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Arrested	for	illegal	competition	or	otherwise	convinced	of	
  a	crime.	Dishonorably	discharged	from	the	service	after	
  serving	an	extra	4	years	in	prison	as	a	Convict.	Lose	all	
  benefits
  6
  Seriously	 injured	 in	 training	 or	 competition.	 Treat	 as	
  medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  49
  4
  pRIOR HISTORy
   mEDIC
  Prestige Career
  The	medic	is	a	member	of	the	medical	profession.	She	may	be	a	
  surgeon,	a	nurse,	a	paramedic,	starship	medical	orderly,	or	a	mad	
  old	hermit	with	knowledge	of	herbal	remedies.	What	all	medics	
  have	in	common	is	a	desire	to	heal	and	save	others.	Usually	this	
  is	accompanied	by	an	oath	to	“do	no	harm.”
  EnlISTIng
  A	starting	character	must	have	an	Education	8+	and	Intelligence	
  2+	to	enlist	in	the	Medic	career.	Characters	with	a	Bachelor	of	
  Science	degree	in	Medicine	will	begin	with	a	rank	of	E3,	while	
  characters	with	a	Masters	or	Doctorate	will	begin	as	an	O2.
  Reenlistment:	DC6
  RAnKS
  Enlisted
  Commissioned
  E
  Orderly
  O
  Medical	Student
  E2
  Paramedic
  O2
  Intern
  E3
  Nurse*
  O3
  Doctor
  E4
  Specialist	Nurse
  O4
  Senior	Doctor
  E5
  Senior	Nurse
  O5
  Specialist
  E6
  Disaster	Medic
  O6
  Consultant
  *	A	character	commissioned	from	E3	or	above	receives	rank	O2	
  rather	than	O
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr000
  
  Low	Passage
  2
  Cr3000
  2
  +	Intelligence
  3
  Cr5000
  3
  +2	Education
  4
  Cr0,000
  4
  Instruments
  5
  Cr25,000
  5
  Middle	Passage
  6
  Cr50,000
  6
  High	Passage
  7
  Cr00,000
  7
  +	Social	Standing
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive
  Comm
  Promo
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  -4
  Training/
  Teaching
  auto
  none
  6
  8
  5-0
  Hospital
  auto
  none
  8
  4
  -4
  Starship	Medic
  2
  8
  6
  0
  5-7
  Incident
  4
  8
  4
  8
  8-9
  Disaster
  5
  6
  4
  6
  20
  War	Zone
  8
  4
  0
  4
  Ability Modifier
  INT
  EDU
  WIS
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted,	lose	one	rank	of	service	(e.g.	a	nurse	becomes	
  a	paramedic)
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  50
  4
  pRIOR HISTORy
  mERCEnARy
  Core Career
  The	Mercenary	is	inclined	towards	combat	and	violence.	Some	
  are actual mercenary soldiers, while others are bar fighters, 
  gunmen, bouncers, martial artists, security officers and so on. 
  The Mercenary finds it easy to learn about combat and related 
  matters	such	as	stealth	and	hostile-environment	skills.	
  FInDIng EmplOymEnT
  A	starting	character	must	have	Strength	2+	and	Dexterity	8+	to	
  become	a	Mercenary.	Characters	that	have	previously	served	in	
  the	military	will	generally	enter	Mercenary	service	at	a	rank	equal	
  to thier final military rank.
  Continued Employment:	DC9
  RAnKS
  Enlisted
  Commissioned
  E
  Private
  O
  Second	Lieutenant
  E2
  Corporal
  O2
  First	Lieutenant
  E3
  Sergeant
  O3
  Captain
  E4
  Gunnery	Sergeant
  O4
  Lieutenant	Colonel
  E5
  First	Sergeant
  O5
  Colonel
  E6
  Sergeant	Major
  O6
  -
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr2000
  
  Low	Passage
  2
  Cr5000
  2
  +	Intelligence
  3
  Cr0,000
  3
  +2	Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr0,000
  5
  Middle	Passage
  6
  Cr20,000
  6
  High	Passage
  7
  Cr30,000
  7
  Mercenary	Cruiser
  DUTy ASSIgnmEnT
  Rank
  XP
  Cash
  Survive
  Comm
  Promo
  Bonus
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Training
  auto
  none
  (8)
  0
  none
  5-8
  Recruiting
  auto
  none
  (0)
  none
  none
  9-4
  Cadre
  4
  none
  (8)
  none
  6
  5-7
  Security	
  Forces
  6
  0
  2
  0
  4
  8-9
  Commando	
  Raid
  6
  2
  4
  2
  0
  20
  Striker	
  Mission
  8
  6
  8
  4
  8
  Ability Modifier
  EDU
  CON
  EDU
  None
  Rank*
  *Officers 2x rank
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted,	 lose	 one	 rank	 of	 service	 (e.g.	 a	 sergeant	
  becomes	a	corporal)
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  5
  4
  pRIOR HISTORy
   mERCHAnTS
  Core Career
  The	Merchant	is	usually	a	trader	rather	than	a	shopkeeper.	He	
  or	she	may	be	a	highly	paid	corporate	factor	or	a	member	of	the	
  crew	of	a	beat-up	old	merchant	starship.	Merchants	are	adept	at	
  thinking	 on	 their	 feet,	 seeking	 out	 new	 business	 opportunities,	
  and	at	talking	or	shooting	their	way	out	of	situations	their	business	
  sense	has	got	them	into.
  FInDIng EmplOymEnT
  A	starting	character	must	have	Strength	2+	and	Intelligence	4+,	
  or	must	make	a	Wisdom	check	(DC8)	to	become	a	Merchant.	You	
  may	choose	to	defer	the	enlistment	term	and	attend	University	
  first if desired (see Higher Education).
   
  Special: After	completing	at	least	one	term	of	service	in	the	
  Merchants	in	Prior	History,	a	character	receives	the	Crewmember	
  feat	for	free.
  Continued Employment:	DC4
  RAnKS
  O
  Apprentice
  O2
  Crewman
  O3
  Petty Officer
  O4
  Junior Officer
  O5
  Senior Officer
  O6
  Executive Officer
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr000
  
  Low	Passage
  2
  Cr5000
  2
  +2	Intelligence
  3
  Cr0,000
  3
  Middle	Passage
  4
  Cr20,000
  4
  High	Passage
  5
  Cr30,000
  5
  Weapon
  6
  Cr50,000
  6
  TAS	Membership
  7
  Cr90,000
  7
  Free	Trader
  DUTy ASSIgnmEnT
  Rank
  XP
  Cash
  Survival Promotion
  Bonus
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  -4
  Planetside
  auto
  20
  2
  none
  5-0
  Route
  auto
  6
  8
  20
  -4
  Charter
  2
  8
  8
  20
  5-7
  Exploratory
  3
  2
  4
  8
  8-9
  Speculative
  3
  0
  6
  6
  20
  Special*
  6
  none
  4
  6
  Ability Modifier
  EDU
  CON
  EDU
  None
  	
  *	Piracy,	smuggling,	free	trading,	or	similar	risky	venture.
  	
  Cash Bonus: If	 the	 Cash	 Bonus	 check	 is	 successful,	
  roll once on the cash benefits table under Mustering Out. The 
  character	receives	one-half	the	amount	indicated.
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Pirate	Attack.	Lose	any	cash	bonus	for	this	term.
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  52
  4
  pRIOR HISTORy
  nAVy
  Service Career
  The	 Navy	 and	 the	 various	 system	 defense	 squadrons	 require	
  educated,	intelligent	personnel	to	operate	technical	systems	and	
  weapons, or to fly and navigate the spacecraft and starships of 
  the	service.	Naval	service	is	very	prestigious.	Navy	characters	
  will	 have	 basic	 skills	 in	 routine	 shipboard	 tasks	 and	 vac	 suit	
  operations,	plus	the	skills	of	their	specialist	department.	This	is	
  most	 likely	 to	 be	 Engineering,	 Gunnery,	 Flight,	 or	 “Crew.”	The	
  latter are general personnel who fulfill many jobs aboard ships 
  and	at	installations.	Highly	educated	characters	or	those	from	a	
  good family are likely to be officers.
  EnlISTIng
  The	character	must	come	from	a	world	with	some	form	of	starfaring	
  or	spacefaring	military	forces.	Intelligence	2+	and	Dexterity	2+	
  are	also	required.	You	may	choose	to	defer	the	enlistment	term	
  and attend University or an Academy first if desired.
  Reenlistment:	DC6
  RAnKS
  Enlisted
  Commissioned
  E
  Recruit
  O
  Ensign
  E2
  Space	Hand
  O2
  Lieutenant
  E3
  Petty Officer
  O3
  Lt.	Commander
  E4
  Chief Petty Officer
  O4
  Commander
  E5
  Senior	Chief
  O5
  Captain
  E6
  Master	Chief
  O6
  Admiral
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr000
  
  Low	Passage
  2
  Cr5000
  2
  +	Intelligence
  3
  Cr5000
  3
  +	Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr20,000
  5
  TAS	Membership
  6
  Cr50,000
  6
  High	Passage
  7
  Cr50,000
  7
  +	Social	Standing
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive Comm Promo
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Training
  auto
  none
  (6)
  none
  8
  5-0
  Shore	Duty
  2
  none
  (8)
  20
  8
  11-14 Patrol
  2
  10
  8
  19
  6
  5-7 Siege
  4
  4
  2
  6
  6
  8-9 Strike
  6
  0
  8
  8
  4
  20
  Battle
  6
  8
  6
  6
  4
  Ability Modifier
  INT
  SOC
  EDU
  None
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted, lose one rank of service (e.g. a petty officer 
  becomes	a	spacehand.)
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum	 	 point)	 points	 from	 any	 one	 of:	 STR,	 DEX,	
  CON,	or	CHA.
  mIlITARy DECORATIOnS
  The	following	decorations,	medals,	and	awards	can	be	earned	by	
  military	personnel.
  	
  Purple Heart:	 This	 medal	 is	 not	 earned	 through	 the	
  Decoration	roll,	rather	it	is	earned	if	the	character’s	Survival	check	
  roll	was	exactly	equal	to	the	DC	needed.	It	represents	an	injury	in	
  the	line	of	duty.	The	character	also	recevies	000xp.
  	
  MCUF	 (Meritorious	 Conduct	 Under	 Fire):	A	 decoration	 for	
  outstanding	 service	 under	 hostile	 conditions.	 Received	 if	 the	
  Decoration	roll	was	successful.	Common.
  	
  MCG (Medal	for	Conspicuous	Gallantry):	A	medal	awarded	
  for unusually brave or selfless act, short of putting one’s life 
  in	 immediate	 danger.	 Received	 if	 the	 Decoration	 roll	 was	 5	 or	
  greater	than	the	DC	needed.	Supercedes	the	MCUF	decoration.	
  Uncommon.
  	
  SEH (Starburst	for	Extreme	Heroism):	The	highest	award	a	
  soldier,	sailor,	or	spacer	can	earn,	often	posthumously.	Received	
  if	the	Decoration	roll	was	0	or	more	higher	than	the	DC	required.	
  Supercedes	all	other	awards,	medals,	or	decorations.	Rare.
  EmplOymEnT OpTIOnS
  
  53
  4
  pRIOR HISTORy
   nOBlE
  Core Career
  Nobles	 generally	 move	 in	 high-powered	 circles,	 meeting	 rich,	
  powerful	 or	 well-respected	 individuals	 in	 the	 course	 of	 their	
  activities.	They	often	serve	as	diplomats	or	act	as	representatives	
  for interest groups. Many Nobles have a specific vocation, such 
  as Naval Officer or Diplomat, while others are freelance trouble-
  shooters	or	members	of	a	higher	noble’s	household	or	court.
  TITlES REQUIRED
  A	starting	character	must	have	Social	Standing	6	+	to	become	
  a	Noble.
  Reenlistment:	automatic
  RAnKS
  Rank	among	nobles	is	based	on	one’s	standing	in	society,	i.e.	
  Social	Standing	ability	score.
  SOC
  Noble Rank
  6
  Knight,	Knightess,	Dame
  8
  Baron,	Baroness,	Baronet
  20
  Marquis,	Marquesa,	Marchioness
  22
  Count,	Countess
  24
  Duke,	Duchess
  26
  Archduke,	Archduchess
  28
  Crown	Prince,	Crown	Princess
  30
  Emperor
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr0,000
  
  High	Passage
  2
  Cr50,000
  2
  High	Passage
  3
  Cr50,000
  3
  Weapon
  4
  Cr00,000
  4
  Weapon
  5
  Cr00,000
  5
  TAS	Membership
  6
  Cr100,000
  6
  Yacht
  7
  Cr200,000
  7
  Nothing
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive
  Promo
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  1-4
  Grand Tour
  3
  23
  9
  5-0
  Government	Post
  4
  22
  8
  -4
  Diplomatic	Post
  4
  2
  8
  5-7
  Family	Business
  3
  20
  9
  8-9
  Moot	Meetings
  5
  9
  7
  20
  Secret	Mission
  6
  8
  6
  Ability Modifier
  INT
  INT
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Dueling	injury.	Lose		point	from	DEX	or	STR
  3
  Enemies	ascendant	at	Moot.	Effectively	discharged
  4
  Family	involved	in	scandal.	Effectively	discharged.	Lose	
  benefits
  5
  Anger	the	Emperor,	drop	to	SOC		+	d4,	expelled	from	
  service
  6
  Convicted	of	High	Crime	by	Moot.	Drop	to	SOC	9	+	d6	
  (SOC	must	drop	at	least		point).	Serve	4	years	in	prison	
  as	a	Convict.	
  EmplOymEnT OpTIOnS
  
  54
  4
  pRIOR HISTORy
  pROFESSIOnAl
  Core Career
  Professionals	 are	 individuals	 whose	 job	 is	 highly	 skilled	 and	
  technical	but	essentially	hands-on.	This	includes	many	engineers,	
  medical	professionals,	and	scientists.	Note	that	a	scientist	may	
  be	 either	 an	 Academic	 or	 a	 Professional	 depending	 on	 how	
  inclined to field work he or she is. Professionals are better able 
  to handle themselves in the field than Academics, but otherwise 
  have	similar	skills.
  FInDIng EmplOymEnT
  Any	starting	character	may	become	a	Professional.
  Continued Employment:	DC2
  RAnKS
  Employees
  Management
  E
  Jr.	Employee
  O
  Junior	Assistant
  E2
  Employee
  O2
  Assistant
  E3
  Sr.	Employee
  O3
  Manager
  E4
  Jr.	Supervisor
  O4
  Senior	Manager
  E5
  Supervisor
  O5
  Vice-President
  E6
  Sr.	Supervisor
  O6
  Board	Member
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr5000
  
  Low	Passage
  2
  Cr0,000
  2
  +	Intelligence
  3
  Cr20,000
  3
  +	Education
  4
  Cr30,000
  4
  Weapon
  5
  Cr50,000
  5
  High	Passage
  6
  Cr75,000
  6
  Gold	Watch
  7
  Cr00,000
  7
  Vehicle
  DUTy ASSIgnmEnT
  XP
  Rank
  Survive
  Bonus
  Comm
  Promo
  1d20 Assignment
  DC
  DC
  DC
  DC
  -4
  Government	Service
  3
  9	
  2
  (8)
  5-0
  Corporate	Service
  4
  8
  0
  (6)
  -4 Consulting	Firm
  4
  8
  0
  6
  5-7 Private	Practice
  5
  7
  8
  8
  8-9 Service	to	Noble	
  House
  5
  6
  6
  6
  20
  Frontier	Assignment
  6
  5
  6
  8
  Ability Modifier
  INT
  None
  SOC
  INT
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action.
  2
  Minor	industrial	accident.	Lose		point	from	either	STR	
  or	DEX.
  3
  Laid	off	with	no	call	back	date.	Effectively	discharged.
  4
  Declared overqualified in private sector. Effectively 
  honorably	discharged.
  5
  Shady	 business	 dealings	 revealed	 to	 public.	 Lose	 2	
  points	of	SOC	and	spend	4	years	in	prison	as	a	Convict.	
  Lose all benefits.
  6
  Chronic	medical	problems	prohibit	continued	employment.	
  Lose	d6-3	points	(minimum		point)	from	either	STR	or	
  CON.	Discharged.
  EmplOymEnT OpTIOnS
  
  55
  4
  pRIOR HISTORy
   pSIOnICIST
  Prestige Career
  Many	individuals	who	possess	psionic	powers	belong	to	another	
  career	or	service	and	leave	perfectly	normal	lives;	psionics	are	
  merely	a	part	of	such	a	life.	Others	study	psi	phenomena	and	
  may	or	may	not	possess	actual	abilities.	These	are	Academics	
  for	the	most	part.	The	Psionicist	is	someone	for	whom	the	main	
  focus	in	life	is	the	use	and	development	of	psionic	skills.	They	
  will	make	their	living	any	way	they	can	while	searching	for	insight	
  into	 the	 nature	 of	 their	 powers	 and	 new	 sources	 of	 teaching.	
  The	Psionicist	may	hold	down	a	steady	job	or	wander	randomly	
  throughout	known	space;	each	is	very	different.	
  FInDIng EmplOymEnT
  A character must first locate a Psionics Institute and successfully 
  complete	the	training	there.
  Continued Employment:	Automatic
  RAnKS
  	
  There	are	no	ranks	in	the	Psionic	service.
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr0,000
  
  Low	Passage
  2
  Cr0,000
  2
  +	Intelligence
  3
  Cr0,000
  3
  +	Education
  4
  Cr20,000
  4
  Middle	Passage
  5
  Cr50,000
  5
  High	Passage
  6
  Cr70,000
  6
  TAS	Membership
  7
  Cr90,000
  7
  -
  pSIOnIC SpHERES OF InFlUEnCE
  	
  Telepathy
  	
  Clairvoyance
  	
  Telekinesis
  	
  Awareness
  	
  Teleportation
  	
   
  Each sphere of influence is developed separately, as if it 
  were	a	class	skill	for	the	Psionicist.	A	Psionicist	‘s	skill	rank	with	a	
  Sphere of Influence dictates which Psionic Talents they are able 
  to use. Each Talent lists the Sphere of Influence that must be 
  available	to	the	Psionicist,	along	with	a	minimum	skill	rank	in	the	
  Sphere	that	must	be	possessed	before	it	may	be	employed.	Of	
  course the Psionicist must also have sufficient Psi strength with 
  which	to	power	the	Talent	as	well	before	using	it.
  DUTy ASSIgnmEnT
  XP
  Survival
  Bonus
  1d20
  Assignment
  DC
  DC
  -4
  Training
  8
  auto
  5-0
  Displaced
  2
  0
  -4
  In	Hiding
  4
  6
  5-7
  On	the	Run
  6
  8
  8-9
  Recruiting
  0
  2
  20
  Teaching
  8
  6
  Ability Modifier
  WIS
  None
  	
  Note:	Survival	DCs	are	very	high	in	the	Psionicist	class.	This	
  reflects a society hostile to the use and learning of psionic talents. 
  In	a	neutral	society,	reduce	these	DCs	by	4	points	and	in	a	pro-
  psionic	culture	such	as	the	Zhodani	Consulate,	reduce	them	by	6	
  points.
  SURVIVAl mISHApS 
  1d6
  Mishap
  
  No	further	action.
  2
  Deported	and	banned	from	world.
  3
  Tarred	 and	 Feathered.	 –	 to	 Charisma.	 Deported	 and	
  banned	from	world.
  4
  Imprisoned	 for	 4	 years	 as	 a	 Convict.	 Deported	 and	
  banned	from	world	upon	completion	of	sentence.
  5
  Lynched,	 beaten,	 and	 left	 for	 dead.	 Lose	 d6-3	 points	
  from	CHA	and	CON.	Deported	and	banned	from	world.
  6
  Lobotomized.	Lose	all	Psi	abilities	and	rating,	and	d6-3	
  points	from	INT.	Deported	and	banned	from	world.
  EmplOymEnT OpTIOnS
  
  56
  4
  pRIOR HISTORy
  ROgUE
  Core Career
  Rogues	vary,	from	out-and-out	criminals	to	those	who	live	by	their	
  wits	 on	 the	edge	 of	the	law	 or	like	 to	take	an	 unconventional,	
  indirect	approach	to	a	problem.	Some	are	conmen,	swindlers,	or	
  bank	raiders,	while	others	are	smugglers	and	thugs.	However,	
  many	 Rogues	 actually	 have	 quite	 legal	 occupations	 including	
  soldiers,	merchants,	bodyguards,	martial	artists,	and	even	certain	
  kinds	of	archaeologist.	
  FInDIng EmplOymEnT
  Any	starting	character	may	become	a	Rogue.
  Continued Employment:	DC2
  RAnKS
  	
  There	are	no	ranks	among	Rogues.
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr5000
  
  Low	Passage
  2
  Cr0,000
  2
  +	Intelligence
  3
  Cr20,000
  3
  +	Education
  4
  Cr30,000
  4
  Weapon
  5
  Cr50,000
  5
  High	Passage
  6
  Cr75,000
  6
  Vehicle
  7
  Cr00,000
  7
  Nothing
  DUTy ASSIgnmEnT
  XP
  Cash
  Survive
  Bonus
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  -4
  Free-lancing
  6
  6	
  20
  5-0
  Information	Gathering
  5
  7
  20
  -4
  Smuggling
  6
  6
  8
  5-7
  Acquisition
  6
  6
  6
  8-9
  Enforcement
  7
  5
  8
  20
  Big	Caper
  8
  4
  4
  Ability Modifier
  INT
  None
  INT
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action.
  2
  Violent	incident.	Lose		point	from	either	STR	or	DEX.
  3
  Gang	or	group	smashed	by	law	enforcement;	character	
  escapes.	Effectively	discharged.
  4
  Gang leaders retire on the profits and disband the group. 
  Effectively	honorably	discharged.
  5
  Caught	and	convicted.	Lose	2	points	of	SOC	and	spend	4	
  years in prison as a Convict. Lose all benefits.
  6
  Injured	in	serious	violent	incident	or	arrest	attempt.	Lose	
  d6-3	points	from	either	STR	or	CON.	Discharged.
  EmplOymEnT OpTIOnS
  
  57
  4
  pRIOR HISTORy
   SAIlOR
  Service Career
  Most	 worlds	 maintain	 some	 form	 of	 armed	 forces.	 Of	 these,	
  Ground	 Force	 Command	 is	 usually	 the	 largest	 in	 terms	 of	
  manpower.	Maritime	Force	Command	(the	‘wet	navy’)	is	generally	
  the	smallest	branch	of	the	Ground	Forces.	However,	wherever	
  there	are	bodies	of	water	it	is	necessary	to	police	and	secure	
  them,	and	in	some	cases	(such	as	water	worlds)	Maritime	Force	
  Command	can	be	very	large	indeed.
  EnlISTIng
  The	character	must	be	from	a	world	with	at	least	hydrographic	
  rating	 3.	 INT	 0+	 and	 EDU	 0+	 are	 also	 required.	 You	 may	
  choose	to	defer	the	enlistment	term	and	attend	University	or	an	
  appropriate Academy first if desired.
  Reenlistment:	DC8
  RAnKS
  Enlisted
  Commissioned
  E
  Crewmember	Recruit
  O
  Midshipman
  E2
  Crewmember
  O2
  Sublieutenant
  E3
  Able	Crewmember
  O3
  Lieutenant
  E4
  Specialist
  O4
  Executive Officer
  E5
  Petty Officer
  O5
  Captain
  E6
  Chief Petty Officer
  O6
  Commander
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr2000
  
  Low	Passage
  2
  Cr5000
  2
  +	Intelligence
  3
  Cr0,000
  3
  +2	Education
  4
  Cr0,000
  4
  Weapon
  5
  Cr20,000
  5
  Middle	Passage
  6
  Cr30,000
  6
  High	Passage
  7
  Cr50,000
  7
  +	Social	Standing
  DUTy ASSIgnmEnT
  Rank
  XP
  Survive Comm Promo
  Deco
  Bonus
  1d20
  Assignment
  DC
  DC
  DC
  DC
  DC
  -4
  Training
  auto
  none
  (6)
  none
  8
  5-0
  Patrol
  auto
  none
  (8)
  none
  none
  -4 Internal	
  Security
  2
  none
  (6)
  20
  none
  5-7 Police	Action
  4
  0
  2
  4
  8
  8-9 Counter	
  Insurgency
  4
  2
  4
  7
  2
  20
  Blue	Water	
  Combat
  6
  4
  6
  6
  4
  Ability Modifier
  WIS
  EDU
  INT
  None
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Demoted,	 lose	 one	 rank	 of	 service	 (e.g.	 a	 specialist	
  becomes	an	able	crewmember)
  3
  Honorably	discharged	from	the	service.
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  mIlITARy DECORATIOnS
  The	following	decorations,	medals,	and	awards	can	be	earned	by	
  military	personnel.
  	
  Purple Heart:	 This	 medal	 is	 not	 earned	 through	 the	
  Decoration	roll,	rather	it	is	earned	if	the	character’s	Survival	check	
  roll	was	exactly	equal	to	the	DC	needed.	It	represents	an	injury	in	
  the	line	of	duty.	The	character	also	receives	000xp.
  	
  MCUF	 (Meritorious	 Conduct	 Under	 Fire):	A	 decoration	 for	
  outstanding	 service	 under	 hostile	 conditions.	 Received	 if	 the	
  Decoration	roll	was	successful.	Common.
  	
  MCG (Medal	for	Conspicuous	Gallantry):	A	medal	awarded	
  for unusually brave or selfless act, short of putting one’s life 
  in	 immediate	 danger.	 Received	 if	 the	 Decoration	 roll	 was	 5	 or	
  greater	than	the	DC	needed.	Supercedes	the	MCUF	decoration.	
  Uncommon.
  	
  SEH (Starburst	for	Extreme	Heroism):	The	highest	award	a	
  soldier,	sailor,	or	spacer	can	earn,	often	posthumously.	Received	
  if	the	Decoration	roll	was	0	or	more	higher	than	the	DC	required.	
  Supercedes	all	other	awards,	medals,	or	decorations.	Rare.
  EmplOymEnT OpTIOnS
  
  58
  4
  pRIOR HISTORy
  SCOUTS
  Service Career
  The	 Interstellar	 Scout	 Service	 is	 an	 excellent	 place	 to	 gain	
  experience	as	an	adventurer.	The	Scouts	train	their	personnel	in	a	
  wide	range	of	skills	ranging	from	starship	operations	to	planetary	
  survival.	 Most	 personnel	 will	 have	 served	 in	 Communications,	
  Survey,	or	Exploration	and	will	have	specialist	skills	to	match	the	
  office they served in.
  EnlISTIng
  The	character	must	come	form	a	world	with	some	form	of	interstellar	
  or	spacefaring	capability.	Intelligence	0+	and	Dexterity	8+	are	
  also	required.	You	may	choose	to	defer	the	enlistment	term	and	
  attend University first if desired.
    
  Special: After	completing	at	least	one	term	of	service	in	the	
  Scouts	in	Prior	History,	a	character	receives	the	Crewmember	
  feat	for	free.
  Reenlistment:	DC2
  RAnKS
  	
  There	are	no	ranks	in	the	scouts,	although	any	scout	who	
  has	served	5	or	more	terms	is	considered	a	Senior	Scout.
  mUSTERIng OUT BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr20,000
  
  Low	Passage
  2
  Cr20,000
  2
  +2	Intelligence
  3
  Cr30,000
  3
  +2	Education
  4
  Cr30,000
  4
  High	Passage
  5
  Cr50,000
  5
  Weapon
  6
  Cr50,000
  6
  Scout	Ship
  7
  Cr50,000
  7
  Nothing
  	
  DUTy ASSIgnmEnT
  XP
  Survival
  Bonus
  1d20
  Assignment
  DC
  DC
  -4
  Training
  auto
  auto
  5-8
  Base
  2
  0
  9-4
  Routine
  4
  8
  5-7
  Mission
  6
  6
  8-9
  Special	Mission
  8
  6
  20
  War	Mission
  6
  6
  Ability Modifier
  CON
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action
  2
  Minor,	but	prolonged	injury,	Lose	any	service	feat	earned	
  this	term.
  3
  Placed	 on	 Detached	 Duty	 (effectively	 discharged	 from	
  the	service,	but	may	be	recalled	in	times	of	need)
  4
  Dishonorably	 discharged	 from	 the	 service.	 Lose	 all	
  benefits
  5
  Dishonorably	discharged	from	the	service	after	serving	
  an	extra	4	years	in	prison	for	a	crime	as	a	Convict.	Lose	
  all benefits
  6
  Medically	 discharged	 from	 the	 service.	 Lose	 d6-3	
  (minimum		point)	points	from	any	one	of:	STR,	DEX,	
  CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  59
  4
  pRIOR HISTORy
   TRAVEllER
  Core Career
  The	Traveller	is	someone	who	makes	his	or	her	living	away	from	
  home.	Travellers	need	a	balance	of	abilities	–	specialist	career	
  skills and enabling skills in the interpersonal or combat fields, to 
  allow	them	to	get	the	job	done	without	interference.	Travellers	
  may	be	starship	crew,	corporate	employees,	particularly	rugged	
  field scientists, or freelancers such as engineers or journalists.
  FInDIng EmplOymEnT
  Any	starting	character	may	become	a	Traveller.
  Continued Employment:	DC2
  RAnKS
  	
  There	are	no	ranks	among	Travellers.
  EARnED BEnEFITS
  Cash Benefits
  Material Benefits
  
  Cr0,000
  
  High	Passage
  2
  Cr20,000
  2
  +	Intelligence
  3
  Cr40,000
  3
  +	Education
  4
  Cr60,000
  4
  Vehicle
  5
  Cr80,000
  5
  TAS	Membership
  6
  Cr00,000
  6
  Ship
  7
  Cr250,000
  7
  Nothing
  DUTy ASSIgnmEnT
  XP
  Survive
  Bonus
  1d20
  Assignment
  DC
  DC
  -4
  Personal	Business
  3
  9
  5-0
  Corporate	
  Troubleshooting
  4
  8
  -4
  Service	to	Noble	House
  4
  8
  5-7
  Government	Service
  3
  9
  8-9
  Frontier	Opportunity
  5
  7
  20
  Secret Mission
  6
  6
  Ability Modifier
  INT
  None
  SURVIVAl mISHApS 
  1D
  Mishap
  
  No	further	action.
  2
  Minor	injury.	Lose		point	from	either	STR	or	DEX.
  3
  Became	disaffected	with	Travelling	for	a	time.	Effectively	
  discharged.
  4
  Settled	 down	 to	 a	 steady	 job.	 Effectively	 honorably	
  discharged.
  5
  Shady	escapade	leads	to	arrest.	Lose		points	of	SOC	
  and	 spend	 4	 years	 in	 prison	 as	 a	 Convict.	 Lose	 all	
  benefits.
  6
  Serious	injury.	Lose	d6-3	(minimum		point)	points	from	
  any	one	of:	STR,	DEX,	CON,	or	CHA.
  EmplOymEnT OpTIOnS
  
  60
  5
  ClASSES AnD lEVElS
  pRIOR HISTORy AnD ClASSES
  When	a	character	leaves	a	service,	career,	or	period	of	education,	
  any	 experience	 they	 have	 earned	 during	 that	 period	 must	 be	
  totaled,	 added	 to	 any	 previously	 earned	 experience,	 and	 the	
  sum	result	compared	to	the	Character	Experience	Level	table	to	
  determine	the	character	new	character	level.	
  	 A	 character’s	 development,	 training,	 and	 knowledge	 are	
  reflected in the ‘classes’ that a character has taken. If the character 
  has	earned	any	new	levels,	they	must	be	applied	towards	any	
  required	 and/or	 desired	 classes	 the	 character	 prefers,	 before	
  continuing	 on	 with	 any	 further	 Prior	 History	 development	 or	
  finishing up the character.
   For example, Marc Glenn has spent the past two terms (8 
  years) working in the Merchant career during Prior History and 
  has earned a total of 12,000 experience points during that period. 
  Marc already has accumulated 10,000 experience points from 
  a previous 2-term stint as a Flyer so now has an accumulated 
  experience point total of 22,000 experience points. Comparing 
  this total to the Character Experience Level table we see that 
  Marc is now a 7th level character, a gain of 2 levels (he was 
  previously 5th level with 10,000 experience points).
  	 As	 you	 will	 note,	 all	 of	 the	 careers	 and	 services	 that	 were	
  available	 during	 Prior	 History	 have	 corresponding	 classes.	
  There	are	also	a	few	‘prestige	classes’	available	as	well.	If	your	
  character	served	one	or	more	terms	in	a	background,	core,	or	
  prestige	career,	the	character	must	take	at	least		level	in	the	
  class	 that	 corresponds	 to	 that	 career.	 If	 your	 character	 served	
  any	terms	in	a	service	career	the	character	must	take	at	least		
  level	in	the	corresponding	class	for	every	two	terms	(round	up)	
  served.
   If the character has any levels remaining after fulfilling the 
  minimum	requirements	listed	above,	they	may	be	taken	in	any	
  other class or classes the character is otherwise qualified for. 
   Marc Glenn finishes up this round of Prior History as a 7th	level	
  character. He has spent 2 previous terms as a Flyer and has 
  already taken 3 levels in the corresponding Flyer class, as well as 
  having taken 2 levels in the Rogue class. This time around Marc 
  has earned 2 more levels that he make take in classes, but at 
  least one of those levels must be taken in the Merchant class. The 
  other level may be taken in any other class the character qualifies 
  for or already has experience in. While he could take another level 
  in his Flyer, Rogue, or new Merchant class, he instead chooses to 
  take the remaining level in the Traveller class to reflect his many 
  travels across the universe. Thus in game terms Marc is now a 
  3rd level Flyer, 2nd level Rogue, 1st level Merchant, and 1st	level	
  Traveller. He is also a 7th level character.
  UnIVERSITy ExpERIEnCE
  Levels	acquired	from	experience	at	the	university	must	be	applied	
  toward	the	Academic,	Athlete,	Engineer,	Medic,	or	Professional	
  classes	only.
  mUSTERIng OUT
  Once you have finished selecting the classes and levels for your 
  character’s	last	period	of	Prior	History,	the	character	must	‘muster	
  out’	of	their	career	or	service.	Mustering	out	determines	the	cash,	
  equipment,	and/or	other	rewards	a	character	has	earned	for	their	
  service.	See	the	Equipment	chapter	for	more	information.
  mUlTIplE ClASSES
  As	 you	 can	 see	 characters	 with	 multiple	 classes	 are	 not	
  uncommon	 in	 Traveller.	 Multiclassing	 allows	 your	 character	 to	
  earn	improved	combat	capabilities,	different	ranges	of	skills,	and	
  new	feats	that	might	otherwise	be	unavailable	to	the	character	in	
  their	base	class.	Thus,	if	an	Academic	wanted	to	improve	his	or	
  her	combat	capabilities	they	could	multiclass	as	an	Army	Soldier,	a	
  Marine,	or	even	a	Mercenary	if	appropriate	learning	opportunities	
  are	available.	In	the	same	manner	a	Mercenary	might	wish	to	
  multiclass	as	a	Traveller	to	improve	the	range	of	skills	available	to	
  him.	Players	are	encouraged	to	come	up	with	a	plausible	reason	
  for	multiclassing.	Examples	include	the	Academic	who	serves	as	
  a	reservist	in	her	local	defense	regiment,	or	the	Merchant	who	
  doubles as the ship’s security officer and trains hard to maintain 
  the	skills	he	needs.	
   The only restrictions on multiclassing, other than those specific 
  to	a	given	class,	is	that	a	character	can	only	take	a	class	level	
  in	 a	 single	 class	 whenever	 they	 earn	 a	 new	 character	 level.	
  This	means	that	a	character	developing	a	single	class	will	reach	
  the	 higher	 levels	 of	 a	 given	 class	 faster	 than	 a	 multiclassed	
  character.
  ClASSES AnD lEVElS
  TABlE: CHARACTER ExpERIEnCE lEVEl
  Character
  Level
  XP
  Special
  st
  0
  Feat*
  2nd
  ,000
  3rd
  3,000
  Feat
  4th
  6,000
  Ability
  5th
  0,000
  6th
  5,000
  Feat
  7th
  2,000
  8th
  28,000
  Ability
  9th
  36,000
  Feat
  0th
  45,000
  th
  55,000
  2th
  66,000
  Feat	and	Ability
  3th
  78,000
  4th
  9,000
  5th
  05,000
  Feat
  6th
  20,000
  Ability
  7th
  36,000
  8th
  53,000
  Feat
  9th
  7,000
  20th
  90,000
  Ability
  *	In	addition	to	any	class	and	racial	starting	feats
  	
  Feat:	Characters	may	select	one	feat	from	among	any	they	
  are qualified for, including class specific feats. This feat is in 
  addition	 to	 any	 other	 feats	 a	 character	 might	 earn	 from	 taking	
  class	levels.
  	
  Ability:	The	character	may	add	one	point	to	any	ability	score	
  of	 his	 choice.	This	 increase	 is	 permanent.	This	 is	 often	 useful	
  in	 offsetting	 aging	 penalties	 for	 older,	 but	 more	 experienced	
  characters.	 A	 character	 may	 never	 increase	 his	 or	 her	 Social	
  Standing	 to	 greater	 than	 5.	 The	 Referee	 usually	 handles	 an	
  increase	in	Social	Standing	over	5,	typically	as	a	reward	during	
  the	course	of	play.
  
  6
  5
  ClASSES  AnD lEVElS
  TAKIng A ClASS lEVEl
  Class Levels are a specific measure of where a character’s life 
  experience	has	taken	him	or	her.	Each	time	a	character	gains	a	
  class level he or she gains specific benefits. These include:
  •	 Increased Stamina: A	character	gains	one	Stamina	Die	roll	
  for their class with each level. The character’s CON modifier is 
  always	applied	to	this	roll.
  •	 Increased Skills: The	character	gains	a	number	of	skill	points	
  determined	by	the	class	they	take	the	level	in.	These	skill	points	
  can	be	used	to	buy	ranks	in	the	class	skills	of	the	class	the	
  character	is	taking	the	new	level	in	at	a	cost	of		point	=		rank,	
  or	other	skills	at	a	cost	of	2	points	=		rank.	There	are	some	
  exceptions	to	this	rule,	such	as	restricted	skills.
    Characters taking their very first level in their very first class 
  have 4x the normal number of skill points to spend on this first 
  level.
  •	 Feats: At specific class levels (1st,	2nd,	5th,	7th,	0th,	th,	3th,	
  4th,	7th,	and	9th)	the	character	will	earn	a	new	class	feat.	
  This	feat	must	be	selected	from	among	the	feats	listed	for	the	
  class	the	character	is	taking	the	new	level	in.	If	the	character	
  already	has	all	of	the	feats	listed	for	that	class,	they	may	select	
  any other feat they are qualified for.
  	 	 Characters	taking	the	st	level	in	a	given	class	automatically	
  receive	the	Starting	Feata	listed	for	that	class	if	they	do	not	
  already	have	them.
  •	 Improved Saves: Depending	 upon	 the	 class	 they	 take	 the	
  level in, a character’s Will, Reflex and/or Fortitude save may 
  increase.	In	the	case	of	a	multiclassed	character,	their	save	
  bonus	is	the	sum	of	all	the	bonuses	they	have	earned	from	
  their	various	class	levels	(e.g.	a	character	who	is	a	3rd	level	
  Traveller/3rd level Academic has a +2 Reflex save bonus from 
  the	Traveller	class	and	another	+2	from	the	Academic,	for	a	
  total of +4.) This total is modified by attributes and special 
  bonuses.
  •	 Base Attack Bonus: Levels	in	some	classes	give	an	increase	
  in	Base	Attack	Bonus	(BAB).	A	multiclassed	character	has	a	
  BAB	equal	to	all	the	bonuses	for	all	his	classes.	The	character	
  gains	an	extra	attack	per	round	at	–5	from	BAB,	providing	this	
  is	+	or	above.	Therefore,	a	character	with	a	BAB	of	+5	has	no	
  extra	attack	(5-5=0!).	A	character	with	a	BAB	of	7	has	an	extra	
  attack	at	+2	(7-5=2).	A	third	attack	is	gained	at	–0	from	BAB	
  and	a	fourth	at	–5,	providing	this	is	greater	than	0.	Thus	a	
  character	with	a	BAB	of	5	has	a	second	attack	at	0,	a	third	at	
  5 and no fourth since 5-5=0. Attack bonus is modified by DEX 
  and	other	factors	in	addition	to	BAB,	but	it	is	the	character’s	
  BAB	that	determines	whether	or	not	he	has	additional	attacks.
  Note: When adding to BAB, add the new bonus on to the first 
  column,	 then	 recalculate	 second,	 third	 and	 fourth	 attack	 as	
  needed.	E.g.	a	character	who	has	a	+2/+7/+2	attack	bonus	as	a	
  2th-level	Marine	gains	a	level	as	a	st	Level	Mercenary.	This	is	+	
  to	BAB.	The	character’s	new	BAB	is	+3/+8/+3,	NOT	+3/+7/+2.	
  Extra attacks cascade from the first digit. An 11th	level	Army/8th	
  level	 Mercenary	 character	 	 (+8/+3	 and	 +8/+3)	 has	 a	 BAB	 of	
  +6/+/+5/+,	not	+6/+6.
  ClASS DESCRIpTIOnS
  The	remainder	of	this	chapter	is	devoted	to	detailing	each	of	the	
  classes	available	in	Traveller.	Beginning	each	class	entry	is	a	
  brief	description	about	the	class	itself,	the	typical	characteristics	
  of	this	type	of	character,	the	backgrounds	such	people	often	come	
  from,	and	why	they	might	make	a	good	adventurer.
  UnDERSTAnDIng THE EnTRIES
  	
  All	class	descriptions	follow	a	standard	format.	The	various	
  entries	are	explained	below.
  gAmE RUlE InFORmATIOn
  The	information	needed	to	play	a	character	using	a	selected	class	
  immediately	follows	the	class	description.	Not	all	of	these	entries	
  will	apply	to	every	class.
  	
  Class Type:	The	type	of	class	this	is	–	Background,	Core,	
  Prestige,	or	Service.
  	
  Background Classes:	 A	 background	 class	 may	 only	 be	
  selected as the character’s very first class if it is to be taken at all. 
  In	other	words,	you	may	not	multiclass	into	a	background	class.	
  Once	taken,	a	character	may	develop	the	background	class	as	if	
  it	were	a	normal	core	class.
  	
  Core Classes:	Any	character	may	select	a	core	class	as	their	
  very first class, but must meet any multiclass restrictions listed if 
  they	are	multiclassing	into	the	class	instead.	Once	a	character	
  has	 at	least	 one	 level	 in	 a	 core	 class,	 additional	 levels	 in	 that	
  class	may	be	taken	at	any	time.
  	
  Prestige Classes: Prestige	classes	are	generally	more	highly	
  focused and specificly tailored than the other classes, and have 
  specific requirements that must be met before than can ever be 
  selected by a character as their first class or a new multiclass.
  	
  Service Classes:	A	character	may	only	take	levels	in	a	service	
  class	during	the	Prior	History	portion	of	character	development,	
  or	if	already	in	play,	the	character	must	be	an	active-duty	member	
  of	the	given	service.	Once	a	character	is	in	play,	they	may	not	
  multiclass into a service class, unless specifically approved by 
  the	referee.
  	
  Multiclass Restrictions:	Any	 restrictions	 or	 limitations	 on	
  multiclassing	for	the	class.
  	
  Abilities:	The	most	important	ability	scores	for	the	class.
   
  Stamina:	The	type	of	Stamina	Die	used	by	characters	of	the	
  class	determines	the	number	of	Stamina	points	gained	per	level.	
  	
  Starting Funds:	The	amount	of	money	in	Credits	that	a	st	
  level	character	starts	with.	If	multiclassing,	these	funds	are	not	
  received.	Additional	funds	may	be	acquired	after	completing	any	
  Prior	History.
  ClASS TABlE
  This	table	details	how	a	character	improves	as	he	or	she	gains	
  experience	levels.	Class	tables	typically	include	the	following:
   
  Level:	The	character’s	level	in	that	class.	
   
  Base Attack Bonus:	The	character’s	base	attack	bonus	and	
  number	of	attacks.	
   
  Fort Save:	The	base	save	bonus	on	Fortitude	saving	throws.	
  The character’s Constitution modifier also applies. 
   
  Ref Save: The base save bonus on Reflex saving throws. 
  The character’s Dexterity modifier also applies. 
   
  Will Save:	The	base	save	bonus	on	Will	saving	throws.	The	
  character’s Wisdom modifier also applies. 
   
  Special:	Level-dependent	class	abilities,	each	explained	in	
  the	“Class	Features”	sections	that	follow.	
  ClASS SKIllS
  The	 number	 of	 skill	 points	 the	 character	 starts	 with	 at	 st	
  (character	not	class)	level,	the	number	of	skill	points	gained	each	
  level	thereafter,	and	the	list	of	class	skills.	
  ClASS FEATURES
  These	are	the	special	characteristics	of	the	class.	When	applicable,	
  this	section	also	mentions	restrictions	and	disadvantages	of	the	
  class.	Class	features	include	some	or	all	of	the	following:
   
  Starting Feats:	 Which	 weapons	 and	 armor	 types	 the	
  
  62
  5
  ClASSES AnD lEVElS
  character is proficient with, along with any feats a character 
  automatically	earns	when	taking	this	class.	
   
  Bonus Feats: In place of a specific unique capability, 
  a	 character	 may	 be	 allowed	 to	 select	 a	 feat	 from	 a	 list	 that	 is	
  specific to that class. Some of these bonus feats may be specific 
  to	a	particular	class,	and	otherwise	unavailable	to	anyone	else.	In	
  such	cases,	the	feat	will	be	described	here.
   
  Ex-Members:	If,	for	some	reason,	a	character	is	forced	to	
  give	up	this	class,	these	are	the	rules	for	what	happens.
  
  63
  5
  ClASSES  AnD lEVElS
  ACADEmIC
  Core Class
  	
  The	Academic	 is	 inclined	 towards	 sedentary	 and	 studious	
  pursuits.	Academics	range	from	“true”	academics	–	students	and	
  college professors – through accountants and bureaucrats to field 
  scientists	who	may	experience	some	danger	and	action	in	their	
  daily	work.	This	class	covers	anyone	whose	primary	function	is	
  to	collect	and	apply	knowledge,	usually	from	a	comfortable	chair.	
  The	 Academic	 may	 be	 a	 scruffy	 teenage	 computer	 wizard;	 a	
  balding,	bespectacled,	and	distinctly	erratic	genius;	a	respectable	
  (and	 wealthy)	 individual	 whose	 hobby	 is	 science	 or	 a	 savvy	
  archaeologist	specializing	in	dangerous	and	unorthodox	research	
  out	on	the	frontiers.
   
  Characteristics: An	Academic	is	skilled	at	and	interested	in	
  gaining	knowledge,	and	has	little	aptitude	(and	usually	no	liking)	
  for	 rough-and-tumble	 adventures.	 Even	 if	 he	 develops	 combat	
  skills,	these	will	tend	to	be	applied	in	a	fussy	and	precise	rather	
  than	 instinctive	 manner.	 Not	 all	Academics	 are	 absent-minded	
  idiots	who	wander	in	front	of	the	drive	exhausts	while	examining	
  a	rare	rock	formation,	but	they	all	share	a	healthy	interest	in	how	
  and	why	things	work,	and	have	a	great	deal	of	curiosity.
  	
  Background:	Academics	typically	come	from	a	reasonably	
  well-off	background;	people	who	can	afford	the	time	and	the	cost	
  of	 going	 to	 college	 or	 studying	 at	 home.	 Possible	 careers	 for	
  Academics	include	administrators,	computer	hackers,	individuals	
  trying	to	develop	or	investigate	psionic	powers,	research	scientists,	
  and	starship	engineers	with	a	strong	theoretical	interest	in	how	
  their	engines	work.	
  	
  Adventuring:	 Not	 all	 problems	 can	 be	 solved	 by	 force	 or	
  deception.	The	Academic	may	have	knowledge	or	contacts	that	
  can	help	solve	a	problem	(or	create	an	adventure	lead).	Sometimes	
  NPC	scholars	will	be	unwilling	to	talk	to	their	“intellectual	inferiors”	
  and	 will	 need	 to	 be	 approached	 by	 someone	 respected	 in	 the	
  academic	 community.	 In	 a	 high-tech	 society,	 knowledge	 can	
  really	be	power	–	and	it	is	amazing	what	you	can	achieve	from	a	
  swivel	chair	if	you	have	the	right	datanet	codes…
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core	
   
  Multiclass Restrictions:	 To	 multiclass	 into	 the	Academic	
  class,	a	character	must	have	earned	at	least	a	Bachelor’s	degree	
  at	University,	or	have	Education	4+	and	an	Intelligence	2+
  	
  Abilities:	Education,	Intelligence
   
  Stamina: 1d4 + CON modifier per level
  	
  Starting Funds:	Cr000
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Craft	(any)
  INT
  Driving
  DEX
  Decipher	Script*
  INT
  Gather	Information
  CHA
  Knowledge	(any)
  EDU
  Navigation
  EDU
  Professional	
  (Knowledge	Related)	
  WIS
  Read/Write	
  Language
  None
  Speak	Language
  None
  Technical	(any)
  EDU
  Use	Alien	Devices*
  WIS
  *	Exclusive	Skill
   
  Starting Skill Points: (8 + INT modifier) x 4. If you are taking 
  Academic	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.
   
  Skill Points per Level: 8 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Academic:
  	
  Starting Feats:
  Research
  Skill	Focus	(Knowledge)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Academic	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Academic	Lecture*
  Advanced	
  Knowledge*
  Advanced	
  Research*
  Geological	Survey
  Hacker
  Legal	Eagle
  Medical	
  Specialization
  Mental	Discipline*
  Naval	Architect
  Pseudo-Eidetic	
  Memory*
  Related	Field	of	
  Study*
  Skill	Focus	
  (Knowledge)
  Surgery
  Xeno-Empathy
  Xeno-Medicine
  *	A	specialized	class	feat
  TABlE: ACADEmIC
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +
  +
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +0
  +0
  +2
  +2
  Bonus	Feat
  3rd
  +0
  +
  +2
  +2
  4th
  +
  +
  +2
  +2
  5th
  +
  +
  +3
  +3
  Bonus	Feat
  6th
  +
  +2
  +3
  +3
  7th
  +
  +2
  +4
  +4
  Bonus	Feat
  8th
  +2
  +2
  +4
  +4
  9th
  +2
  +3
  +4
  +4
  0th
  +2
  +3
  +5
  +5
  Bonus	Feat
  th	
  +2
  +3
  +5
  +5
  Bonus	Feat
  2th	
  +3
  +4
  +6
  +6
  3th	
  +3
  +4
  +6
  +6
  Bonus	Feat
  4th	
  +3
  +4
  +6
  +6
  Bonus	Feat
  5th	
  +3
  +5
  +7
  +7
  6th	
  +4
  +5
  +7
  +7
  7th	
  +4
  +5
  +8
  +8
  Bonus	Feat
  8th	
  +4
  +6
  +8
  +8
  9th	
  +4
  +6
  +8
  +8
  Bonus	Feat
  20th
  +5
  +6
  +9
  +9
  CHARACTER ClASS
  
  64
  5
  ClASSES AnD lEVElS
  ARmy
  Service Class
  	
  Most	worlds	maintain	Ground	Forces	for	their	own	defense.	
  Characters	 who	 have	 served	 in	 the	 Army	 will	 have	 gained	
  experience	 in	 one	 of	 the	 three	 main	 combat	 arms	 (Infantry,	
  Artillery,	Cavalry)	or	the	support	formations	(Technical,	Logistics,	
  Intelligence	 etc).	 Most	 characters	 are	 likely	 to	 have	 served	 in	
  the	infantry.	Army	characters	(of	all	arms)	learn	how	to	operate	
  infantry	weapons	plus	some	specialist	skills,	for	example	dealing	
  with	vehicle	operations,	hostile-environment	survival,	or	combat	
  engineering.	
   
  Characteristics:	Military	personnel	are	trained	to	act.	They	
  have	 a	 tendency	 to	 engage	 problems	 rather	 than	 stand	 about	
  wondering	what	to	do.	This	does	not	guarantee	the	ex-soldier	will	
  come	up	with	the	best	solution	to	a	problem,	merely	that	he	or	she	
  will	do	something.	Military	personnel	are	usually	very	proud	of	
  whatever	unit	they	served	with.	They	will	be	familiar	with	military	
  equipment	and	weapons	of	their	own	and	other	cultures.
   
  Background:	 The	 Army	 requires	 its	 personnel	 to	 be	 in	
  reasonably	good	physical	shape	(even	for	desk	jobs	at	the	supply	
  bases).	 Highly	 technical	 jobs	 such	 as	 Combat	 Engineering	 or	
  Electronic	Warfare	require	a	good	education	and	familiarity	with	
  high-tech	equipment,	but	almost	anyone	can	be	trained	to	be	a	
  skilled	infantryman,	so	ex-army	characters	may	come	from	any	
  background.	Those	with	a	high	social	standing,	intelligence,	or	
  education often become technical specialists and/or officers.
   
  Adventuring:	 Military	 personnel	 are	 a	 great	 asset	 to	 any	
  adventuring	group.	Their	training	and	weapons	skills	are	an	asset	
  in a fight, and many ex-soldiers have other useful skills such as 
  T/Electronics	or	survival,	which	can	assist	a	group	in	reaching	its	
  goal.
  gAmE RUlE InFORmATIOn
  	
  Class Type: Service
   
  High Tech Army (H):	Tech	Level	9+
   
  Mid Tech Army (M):	Tech	Level	5-8
   
  Lo Tech Army (L):	Tech	Level	-4
   
  Multiclass Restrictions:	Only	a	character	actively	working	
  in	the	Army	prior	history	may	multiclass	into	the	Army	class.
   
  Stamina: 1d8 + CON modifier per level
  	
  Starting Funds:	 Acquired	 as	 part	 of	 the	 mustering	 out	
  benefits after prior history.
  SERVICE SKIllS
  	
  Characters	from	a	high-tech	army	may	select	as	class	skills	
  anything	under	the	High	Tech	Army	list.	Low-tech	soldiers	may	
  only	 select	 as	 class	 skills	 those	 listed	 under	 Low-Tech	 Army.	
  Soldiers	 from	 a	 mid-tech	 army	 may	 select	 as	 class	 skills	 from	
  either	High	or	Low	tech	lists,	with	the	exception	of	the	Technical	
  skill.	A	mid-tech	soldier	may	only	select	the	T/Mechanical	skill.
  High Tech Army
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Combat	Engineering
  INT
  Demolitions
  DEX
  Driving
  DEX
  Forward	Observer
  INT
  Gambling
  INT
  Gather	
  Information
  CHA
  Gunnery
  WIS
  Leader
  INT/
  CHA
  Liaison
  CHA
  P/Administration
  WIS
  Pilot
  INT/
  DEX
  Recruiting
  EDU
  Sense Motive
  WIS
  Spot
  WIS
  Survival
  WIS
  Technical	(any*)
  EDU
  *	Communications,	Computer,	Electronics,	Gravitics,	Mechanical,	
  Medical,	or	Sensors
  Low-Tech Army
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Gambling
  INT
  Gather	
  Information
  CHA
  Handle	Animal
  CHA
  Leader
  INT/CHA
  Liaison
  CHA
  Recruiting
  EDU
  Ride
  DEX
  Spot
  WIS
  Survival
  WIS
   
  Starting Skill Points: (4 + INT Modifier) x 4. If you are 
  taking	Army	as	a	multiclass,	you	do	not	receive	these	starting	
  skill	points.		
   
  Skill Points per Level: 4 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Army:
  	
  Starting Feats:	 The	 Army	 soldier	 begins	 play	 with	 the	
  following	feats:
  Low Tech
  Mid Tech
  High Tech
  WP	(Black	
  Powder)
  WP	(Marksman)
  WP	(Marksman)
  WP	(Swordsman)
  WP	(Combat	
  Rifleman)
  WP	(Combat	
  Rifleman)
  AP	(Light)
  AP	(Light)
  AP	(Light)
  AP	(Medium)
  AP	(Vac	Suit)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	Army	personnel	gain	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  TABlE: ARmy
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +2
  +0
  Starting	 Feats	 +	
  Bonus	Feat
  2nd
  +
  +0
  +3
  +0
  Bonus	Feat
  3rd
  +2
  +
  +3
  +
  4th
  +3
  +
  +4
  +
  5th
  +3
  +
  +4
  +
  Bonus	Feat
  6th
  +4
  +2
  +5
  +2
  7th
  +5
  +2
  +5
  +2
  Bonus	Feat
  8th
  +6/+
  +2
  +6
  +2
  9th
  +6/+
  +3
  +6
  +3
  0th
  +7/+2
  +3
  +7
  +3
  Bonus	Feat
  th	
  +8/+3
  +3
  +7
  +3
  Bonus	Feat
  CHARACTER ClASS
  
  65
  5
  ClASSES  AnD lEVElS
  2th	
  +9/+4
  +4
  +8
  +4
  3th	
  +9/+4
  +4
  +8
  +4
  Bonus	Feat
  4th	
  +0+5
  +4
  +9
  +4
  Bonus	Feat
  5th	 +/+6/+
  +5
  +9
  +5
  6th	 +2/+7/+2
  +5
  +0
  +5
  7th	 +2/+7/+2
  +5
  +0
  +5
  Bonus	Feat
  8th	 +3/+8/+3
  +6
  +
  +6
  9th	 +4/+9/+4
  +6
  +
  +6
  Bonus	Feat
  20th +5/+0/+5
  +6
  +2
  +6
  Low Tech
  Mid Tech
  High Tech
  Armorer	(any)**
  Armorer	(any)**
  Armorer	(any)**
  Brawling	
  AP	(Vac	Suit)
  AP	(Battledress)
  Command	
  Presence*
  Brawling
  Brawling
  Mounted	Combat
  Command	
  Presence*
  Command	
  Presence*
  PMOS
  Heavy	Metal
  Heavy	Metal
  Tactics	I*
  Mounted	Combat
  PMOS
  Ride-By	Attack
  PMOS
  Tactics	I*
  Shield Proficiency
  Tactics	I*
  Tactics	II*
  Spirited	Charge
  Tactics	II*
  Strategy*
  Trample
  Ride-By	Attack
  Vessel	(Aircraft)
  Vessel	(Watercraft)
  Vessel	(Aircraft)
  Vessel	(Grav)
  WP	(Thrown)
  Vessel	(Ground)
  Vessel	(Ground)
  Weapon	
  Specialization*
  Vessel	(Watercraft)
  Vessel	
  (Watercraft)
  WP	(Field	Artillery)
  WP	(Field	
  Artillery)
  WP	(Heavy	
  Weapons)
  WP	(Heavy	
  Weapons)
  WP	(Lasers)
  WP	(High	Energy)
  WP	(Thrown)
  WP	(Lasers)
  WP	(Vehicular)
  WP	(Vehicular)
  Weapon	
  Specialization*
  Weapon	
  Specialization*
  *	A	specialized	class	feat
  **	 Armorer	 is	 restricted	 to	 weapons	 of	 a	 TL	 available	 to	 the	
  character
  Ex-ARmy pERSOnnEl
  	
  Army	 personnel	 who	 muster-out,	 retire,	 are	 otherwise	
  released	from	the	service	and	not	actively	working	in	the	army	
  prior	history,	may	not	take	any	additional	levels	as	a	member	of	
  the	army	class,	though	they	retain	all	of	the	skills	and	feats	they	
  have	already	acquired.	This	rule	may	be	waived	if	the	Referee	
  intends	to	run	an	active	duty	campaign	with	characters	playing	
  military	personnel.	
  CHARACTER ClASS
  
  66
  5
  ClASSES AnD lEVElS
  ATHlETE
  Core Class
  	
  The	Athlete	is	a	dedicated	sportsperson,	whether	amateur	or	
  professional. Some are extremely proficient within a narrow range 
  of	 activities,	 while	 others	 are	 multi-discipline	 competitors.	 The	
  class	can	also	represent	someone	who	is	simply	“into”	physical	
  activity	for	its	own	sake.
  	
  Some	 Athletes	 are	 involved	 with	 fairly	 combat-related	
  sports	such	as	fencing	or	shooting.	Such	characters	may	wish	
  to	 consider	 the	 Martial	Artist	 Service	 Class	 instead.	As	 a	 rule,	
  athletes	 are	 into	 sport	 and	 competition;	 martial	 artists	 are	 into	
  fighting. While some athletes are professionals in their sport (as 
  competitors or coaches, fitness trainers or whatever), most have 
  some	kind	of	day	job	to	pay	their	way.	
  	
  Athlete	characters	might	include	a	body-builder	working	as	
  a	cargo	loader,	a	professional	downhill	skier,	or	a	character	with	
  some	entirely	different	profession	(such	as	ship’s	engineer)	who	
  likes	physical	challenges	and/or	playing	sports.
  	
  Characteristics: An	Athlete	is in	good	physical	shape	and	
  is	often	very	competitive	in	outlook.	He	or	she	will	tend	to	pick	up	
  physical	skills	quickly,	and	may	have	little	liking	for	being	stuck	
  in an office shuffling papers. Not all athletes are competitors, of 
  course. Some are coaches or fitness trainers. What most have in 
  common is a liking for strenuous or difficult physical activities. 
  	
  Background:	Athletes	come	from	almost	any	background,	
  though	poor	kids	tend	to	drift	into	less	expensive	activities	such	
  as	 boxing,	 running	 and	 such	 like.	 Unless	 the	 character	 can	
  make	a	living	from	competition	winnings	or	as	a	member	of	a	
  professional	team,	some	sort	of	additional	job	is	necessary.	This	
  can	be	almost	anything.
  		
  Adventuring:	 Physical	 prowess	 is	 always	 useful	 when	
  adventuring.	A	power	lifter	or	a	gymnast	offers	a	whole	new	set	
  of	possibilities	to	an	adventuring	team.	Other	sports	may	be	less	
  applicable,	but	a	determined	character	in	good	shape	can	usually	
  find a way to contribute to an adventuring group.
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core	
   
  Multiclass Restrictions:	To	multiclass	into	the	Athlete	class,	
  a	character	must	have	the	basic	requirements	listed	above,	or	8+	
  ranks	in	an	appropriate	skill.
   
  Abilities:	Constitution,	Dexterity
   
  Stamina: 1d8 + CON modifier per level
  	
  Starting Funds:	Cr250
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Balance
  DEX
  Climb
  STR
  Driving
  DEX
  Gather	Information
  CHA
  Handle	Animal
  CHA
  Jump
  STR
  Knowledge (Specific 
  Sport)	
  EDU	
  Professional	
  (Specific Sport)
  WIS
  Ride
  DEX
  Swim
  STR
  Tumble	
  DEX
   
   
  Starting Skill Points: (6 + INT modifier) x 4. If you are taking 
  Athlete	 as	 a	 multiclass,	 you	 do	 not	 receive	 these	 starting	 skill	
  points.
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Athlete:
  	
  Starting Feats:
  WP	(Marksman)
  Endurance
  Sport	(Any)*
  Competitive*
  Eventing*
   
   
  * A specialized class feat
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Academic	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Acrobatics
  Ambidexterity
  Athletic
  Brawling
  Climber*
  Coaching*
  Competitive*
  Eventing*
  First	Aid
  Histrionics*
  Great	
  Fortitude
  Improved	
  Eventing*
  Iron	Will
  Reputation*
  Run
  Skill	Focus	
  (Any)
  Sport	(Any)*
  Super-
  Athlete*
  Swimmer*
  Thrower*
  Toughness
  Vehicle	
  (Sport)*
  Weightlifting*
  *	A	specialized	class	feat
  TABlE: ATHlETE
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +
  +
  +
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +
  +2
  +2
  +2
  Bonus	Feat
  3rd
  +
  +2
  +2
  +2
  4th
  +2
  +2
  +2
  +2
  5th
  +2
  +3
  +3
  +3
  Bonus	Feat
  6th
  +3
  +3
  +3
  +3
  7th
  +3
  +4
  +4
  +4
  Bonus	Feat
  8th
  +4
  +4
  +4
  +4
  9th
  +4
  +4
  +4
  +4
  0th
  +5
  +5
  +5
  +5
  Bonus	Feat
  th	
  +5
  +5
  +5
  +5
  Bonus	Feat
  2th	 +6/+
  +6
  +6
  +6
  3th	 +6/+
  +6
  +6
  +6
  Bonus	Feat
  4th	 +7/+2
  +6
  +6
  +6
  Bonus	Feat
  5th	 +7/+2
  +7
  +7
  +7
  6th	 +8/+3
  +7
  +7
  +7
  7th	 +8/+3
  +8
  +8
  +8
  Bonus	Feat
  8th	 +9/+4
  +8
  +8
  +8
  9th	 +9/+4
  +8
  +8
  +8
  Bonus	Feat
  20th +0/+5
  +9
  +9
  +9
  CHARACTER ClASS
  
  67
  5
  ClASSES  AnD lEVElS
  BARBARIAn
  Core Class
  	
  The	Barbarian	hails	from	a	rural	low-tech	society.	This	may	
  be	the	outback	of	a	developed	world	or	the	towns	of	a	low-tech	
  planet.	Not	all	Barbarians	are	muscular	sword-wielding	heroes.	
  Many	are	craftsmen,	merchants	or	professionals	such	as	priests	
  or	 scribes,	 but	 for	 the	 most	 part	 Barbarian	 characters	 will	 be	
  familiar	with	outdoor	life	and	will	possess	survival,	hunting	or	low-
  tech	 combat	 skills.	 Barbarians	 are	 not	 stupid;	 they	 are	 merely	
  uneducated	 in	 the	 technological	 marvels	 of	 the	 universe	 and	
  unfamiliar	with	life	in	the	big	city.	
   
  Characteristics:	 Barbarians	 are	 rugged	 individuals,	 used	
  to	coping	without	technological	means.	They	are	self-reliant	and	
  usually	slow	to	trust	others.	Coming	from	a	world	without	trauma	
  centers	and	social	services,	barbarians	tend	to	be	prudent	about	
  risk-taking	but	at	the	same	time	willing	to	stake	a	great	deal	on	
  their	own	competence.	Some	Barbarians	may	shun	or	actually	be	
  afraid	of	technology;	most	are	likely	to	see	it	as	a	useful	tool	but	
  one	that	can	make	the	user	forget	about	his	own	capabilities	in	
  favor	of	quick	and	easy	technological	crutches.	Such	individuals	
  may	be	willing	to	use	technology	but	will	be	careful	not	to	become	
  reliant	on	it.
   
  Background:	 A	 Barbarian	 character	 might	 be	 a	 stone-
  age	 savage	 rescued	 from	 wild	 animals	 on	 his	 homeworld,	 a	
  backwoods	 hunter	 from	 a	 mid-tech	 society,	 or	 a	 chainmail-
  armored	 swordsman	 recruited	 from	 the	 royal	 guard	 of	 his	TL2	
  homeworld.	
  	
  Adventuring:	Barbarians	usually	have	excellent	“woodcraft”	
  skills	and	can	be	a	big	asset	when	out	in	the	wilds,	acting	as	
  scouts and hunters. They are also skilled at fighting, and can 
  learn	how	to	use	modern	weapons	if	they	choose	to.	Sometimes	
  the	simplistic	“barbarian”	outlook	can	provide	a	direct	answer	to	
  problems	that	elude	more	sophisticated	individuals.
  TABlE: BARBARIAn
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +
  +2
  +0
  +
  Starting	 Feats	
  +	Bonus	Feat
  2nd
  +2
  +3
  +0
  +2
  Bonus	Feat
  3rd
  +3
  +3
  +
  +2
  4th
  +4
  +4
  +
  +2
  5th
  +5
  +4
  +
  +3
  Bonus	Feat
  6th
  +6/+
  +5
  +2
  +3
  7th
  +7/+2
  +5
  +2
  +4
  Bonus	Feat
  8th
  +8/+3
  +6
  +2
  +4
  9th
  +9/+4
  +6
  +3
  +4
  0th
  +0/+5
  +7
  +3
  +5
  Bonus	Feat
  th	
  +/+6/+
  +7
  +3
  +5
  Bonus	Feat
  2th	
  +2/+7/+2
  +8
  +4
  +6
  3th	
  +3/+8/+3
  +8
  +4
  +6
  Bonus	Feat
  4th	
  +4/+9/+4
  +9
  +4
  +6
  Bonus	Feat
  5th	
  +5/+0/+5
  +9
  +5
  +7
  6th	 +6/+/+6/+
  +0
  +5
  +7
  7th	 +7/+2/+7/+2
  +0
  +5
  +8
  Bonus	Feat
  8th	 +8/+3/+8/+3
  +
  +6
  +8
  9th	 +9/+4/+9/+4
  +
  +6
  +8
  Bonus	Feat
  20th +20/+5/+0/+5
  +2
  +6
  +9
  gAmE RUlE InFORmATIOn
   
  Class Type: Core	
   
  Multiclass Restrictions:	 You	 cannot	 multiclass	 into	 the	
  Barbarian	class.
  	
  Abilities:	Dexterity,	Wisdom
   
  Stamina: 1d12 + CON modifier per level
  	
  Starting Funds:	Cr00
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Animal	Empathy*
  CHA
  Climb
  STR
  Craft	(any**)
  INT
  Entertain	(any**)
  CHA
  Handle	Animal
  CHA
  Hide
  DEX
  Intuit	Direction
  WIS
  Jump
  STR
  Listen
  WIS
  Move	Silently
  DEX
  Ride
  DEX
  Spot
  WIS
  Swim
  STR
  Survival
  WIS
  Technosavvy*
  INT
  Tumble
  DEX
  *	Exclusive	Skill
  **	As	appropriate	for	a	TL0-3	society.
   
  Starting Skill Points: (2 + INT modifier) x 4.
   
  Skill Points per Level: 2 + INT modifier
  ClASS FEATURES
  	
  Starting Feats:	The	Barbarian	begins	play	with	the	following	
  feats:
  AP	(Light)
  WP	(Archer)
  Shield Proficiency
  WP	(Swordsman)
  	
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Barbarian	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Animal	Whisperer*
  Athletic
  Brawling
  Dodge
  Endurance
  Great	Fortitude
  Improved	Initiative
  Iron	Will
  Lightning Reflexes
  Mobility
  Natural	Born	
  Leader
  Natural	Compass
  Natural	Medicine*
  Run
  Skill	Focus	(Outdoor	
  Survival)*
  Stealthy
  Toughness
  Tracker
  Trapping
  Weapon	Focus
  WP	(Axe/Mace)
  WP	(Black	Powder)
  WP	(Close-
  Quarters)
  WP	(Thrown)
  Weapon	Specialization*
  *	A	specialized	class	feat
  Ex-BARBARIAnS
  	
  A	Barbarian	who	becomes	too	technologically	sophisticated	
  is	no	longer	a	true	barbarian.	If	his	Technosavvy	skill	rank	ever	
  equals	or	exceeds	0,	the	character	may	no	longer	earn	levels	as	
  a	barbarian.	Furthermore,	if	a	Barbarian	who	is	multiclassed	ever	
  improves	another	class	level	by	more	than	one	level	above	his	
  current	Barbarian	class	level,	may	never	again	raise	his	Barbarian	
  level,	though	he	retains	all	of	his	Barbarian	abilities.	For	example,	
  a	character	with	Barbarian	level	2	and	army	level	2	could	take	a	
  new	level	in	army	and	still	earn	levels	as	a	Barbarian	at	the	next	
  level	increase,	because	his	army	class	level	would	still	only	be		
  greater	than	his	Barbarian	class	level.	If	the	character	decided	to	
  take	another	level	in	army	next	time,	he	would	no	longer	be	able	
  to	earn	levels	as	a	barbarian	because	his	army	level	(4th)	is	now	
  two	levels	higher	than	his	Barbarian	class	level.
  	
  An	ex-Barbarian	keeps	all	abilities	previously	earned,	and	no	
  longer	suffers	a	–2	penalty	when	attempting	to	use	technology	
  related	skills.
  CHARACTER ClASS
  
  68
  5
  ClASSES AnD lEVElS
  BElTER
  Core Class
  	
  Belters	 are	 asteroid	 miners	 or	 prospectors.	 Many	 operate	
  small	 starships	 while	 others	 live	 and	 work	 in	 small,	 close-knit	
  communities.	Belters	have	a	wide	range	of	skills	from	starship	
  operations	to	engineering	and	working	in	hostile-environments.	
  Belters	 range	 from	 scruffy	 “one-mule”	 prospectors	 who	 spend	
  months	 at	 a	 time	 alone	 in	 space	 to	 highly	 educated	 mining	
  engineers	with	impressive	degrees.	
   
  Characteristics:	A	 Belter’s	 livelihood	 and	 his	 life	 depend	
  upon	his	equipment	and	his	colleagues.	Belters	are	thus	unwilling	
  to	trust	either	until	it	or	they	have	been	proven	worthy.	They	tend	
  to	be	close-mouthed	and	rather	dour	in	the	working	environment,	
  and	extremely	intolerant	of	waste	or	incompetence.	Belters	often	
  show	 another	 side	 of	 their	 character	 when	 away	 from	 work,	
  and	may	party	riotously	to	let	off	steam.	Some	Belters	are	avid	
  scholars,	fascinated	by	new	techniques	and	ways	to	wring	a	little	
  more	utility	out	of	their	equipment.	The	great	majority	are	rule-of-
  thumb	engineers	using	techniques	learned	from	Old	Uncle	Bob	
  and getting along just fine, thank you very much.
   
  Background:	 Most	 Belters	 are	 the	 children	 of	 Belters	 or	
  are	 adopted	 into	 the	 Belting	 community.	 Such	 individuals	 tend	
  to	have	a	rather	rough-and-ready	upbringing	and	education,	but	
  are	often	experts	on	equipment	maintenance	and	safety.	Some	
  “Belters”	are	actually	“Asteroid	Miners;”	highly	skilled	engineers	
  in	shiny	starships.	Such	individuals	are	scorned	by	“true”	Belters,	
  and	treated	as	“rich	kids	playing	at	Belting.”	
  	
  Adventuring:	 Belters	 are	 self-reliant	 and	 skilled	 with	
  machinery,	 especially	 at	 jury-rigging	 and	 adapting	 old	 gear	 to	
  new applications. They can fill many positions aboard a starship 
  and	have	a	good	broad	set	of	skills	that	suit	them	to	freewheeling	
  adventure	among	the	stars.
  TABlE: BElTER
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +0
  +2
  Starting	
  Feats	
  +	
  Bonus	Feat
  2nd
  +
  +0
  +0
  +3
  Bonus	Feat
  3rd
  +
  +
  +
  +3
  4th
  +2
  +
  +
  +4
  5th
  +2
  +
  +
  +4
  Bonus	Feat
  6th
  +3
  +2
  +2
  +5
  7th
  +3
  +2
  +2
  +5
  Bonus	Feat
  8th
  +4
  +2
  +2
  +6
  9th
  +4
  +3
  +3
  +6
  0th
  +5
  +3
  +3
  +7
  Bonus	Feat
  th	
  +5
  +3
  +3
  +7
  Bonus	Feat
  2th	
  +6/+
  +4
  +4
  +8
  3th	
  +6/+
  +4
  +4
  +8
  Bonus	Feat
  4th	
  +7/+2
  +4
  +4
  +9
  Bonus	Feat
  5th	
  +7/+2
  +5
  +5
  +9
  6th	
  +8/+3
  +5
  +5
  +0
  7th	
  +8/+3
  +5
  +5
  +0
  Bonus	Feat
  8th	
  +9/+4
  +6
  +6
  +
  9th	
  +9/+4
  +6
  +6
  +
  Bonus	Feat
  20th
  +0/+5
  +6
  +6
  +2
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
   
  Multiclass Restrictions:	 You	 cannot	 multiclass	 into	 the	
  Belter	class.
  	
  Abilities:	Education,	Intelligence
  	
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr200
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Bluff
  CHA
  Demolitions
  DEX
  Forward	Observer
  INT
  Gambling
  INT
  Gunnery
  WIS
  K/Mining
  WIS	
  K/Geology
  WIS
  Pilot
  DEX
  P/Prospecting
  WIS
  Search
  INT
  Technical	(Any)
  EDU
   
  Starting Skill Points: (6 + INT modifier) x 4
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Belter:
  	
  Starting Feats:	 The	 Belter	 begins	 play	 with	 the	 following	
  feats:
  AP	(Light)
  AP	(Vac	Suit)
  WP	(Marksman)
  Crewmember
  Zero-G/Low	Gravity	Adaptation
  	
  Bonus Feats:	At	 st,	 2nd,	 5th,	 7th,	 0th,	 th,	 3th,	 4th,	 7th	
  and	9th	level	the	Belter	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  3D	Spatial	
  Awareness*
  Dumb	Luck
  Gearhead
  Geological	Survey
  Imp	Zero-G/Low	
  Gravity	Adaptation
  Junkyard	Dog*
  Jury	Rig
  Midas	Touch*
  Miracle	Worker
  Self-Reliance*
  Ship	Tactics
  Skill	Focus	
  (Prospecting)
  Vessel	(Ship’s	Boat)
  Vessel	(Starships)
  WP	(Ship’s	
  Weapons)
  *A	specialized	class	feat
  Ex-BElTERS
  	
  A	Belter	must	always	have	a	P/Prospecting	skill	rank	equal	
  to	or	higher	than	his	current	Belter	level.	If	a	Belter’s	class	level	
  would	ever	exceed	his	P/Prospecting	skill	rank,	he	may	not	take	
  another	level	in	the	Belter	class	until	his	P/Prospecting	skill	rank	
  is improved sufficiently.
  CHARACTER ClASS
  
  69
  5
  ClASSES  AnD lEVElS
  COnVICT
  Service Class 
  	
  Characters	 convicted	 of	 a	 crime	 (rightly	 or	 otherwise)	 will	
  often be sentenced to a period of servitude or confinement. 
  Although	their	liberty	is	restricted,	characters	can	still	learn	a	great	
  deal	during	time	spent	“inside”	or	attached	to	a	punishment	unit.	
  The	Convict	class	is	open	to	any	character	receiving	Prison	as	a	
  mishap	result	in	character	generation.	Normally,	a	single	term	(4	
  years)	is	served.	However,	the	re-enlistment	check	is	replaced	
  with	an	Appeal	check	for	this	class.	Characters	who	fail	to	make	
  their	Appeal	 check	 MUST	 serve	 another	 term	 in	 prison	 before	
  attempting	it	again.
  	
  Characteristics:	 Convicts	 come	 from	 all	 walks	 of	 life.	 A	
  white-collar	embezzler	will	have	different	values	to	a	street-trash	
  thug	convicted	for	arson	or	manslaughter.	A	character’s	period	
  of	servitude	may	convince	them	to	“go	straight,”	or	may	simply	
  provide	opportunities	to	learn	new	ways	to	commit	crimes.	
   
  Background:	 Convicts	 can	 come	 from	 any	 background.	
  Education	and	training	programs	may	allow	a	character	to	change	
  his	or	her	lifestyle	upon	leaving	prison.	.
   
  Adventuring:	A	convict	may	be	forced	into	an	adventuring	
  lifestyle	for	lack	of	other	opportunities,	or	indeed	may	be	convicted	
  as	a	result	of	her	adventures!	Skills	learned	in	prison,	and	contacts	
  made	there,	can	be	very	useful	to	an	adventuring	party.
  TABlE: COnVICT
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +
  +0
  +2
  Starting	 Feats	 +	
  Bonus	Feat
  2nd
  +
  +2
  +0
  +3
  Bonus	Feat
  3rd
  +
  +2
  +
  +3
  4th
  +2
  +2
  +
  +4
  5th
  +2
  +3
  +
  +4
  Bonus	Feat
  6th
  +3
  +3
  +2
  +5
  7th
  +3
  +4
  +2
  +5
  Bonus	Feat
  8th
  +4
  +4
  +2
  +6
  9th
  +4
  +4
  +3
  +6
  0th
  +5
  +5
  +3
  +7
  Bonus	Feat
  th	
  +5
  +5
  +3
  +7
  Bonus	Feat
  2th	
  +6/+
  +6
  +4
  +8
  3th	
  +6/+
  +6
  +4
  +8
  Bonus	Feat
  4th	
  +7/+2
  +6
  +4
  +9
  Bonus	Feat
  5th	
  +7/+2
  +7
  +5
  +9
  6th	
  +8/+3
  +7
  +5
  +0
  7th	
  +8/+3
  +8
  +5
  +0
  Bonus	Feat
  8th	
  +9/+4
  +8
  +6
  +
  9th	
  +9/+4
  +8
  +6
  +
  Bonus	Feat
  20th
  +0/+5
  +9
  +6
  +2
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service	Class
  	
  Multiclass Restrictions:	 To	 multiclass	 into	 the	 Convict	
  class,	a	character	must	either	be	convicted	of	a	crime	(in	prior	
  experience	or	in	game	play)	or	be	a	member	of	the	Psionicist,	
  Mercenary	or	Rogue	classes,	whose	occupation	may	well	lead	to	
  a	term	in	prison.	Members	of	these	classes	may	choose	to	spend	
  a	term	in	prison	instead	of	their	normal	activities	if	they	wish.	At	
  the	referee’s	discretion,	this	option	can	be	extended	to	members	
  of	any	military	classes,	representing	a	period	“in	the	stockade”	for	
  infractions	or	as	a	prisoner	of	war.
  	
  Abilities:	Any
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	None
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Bluff
  CHA
  Bribery
  CHA
  Craft	(any)
  INT/DEX
  Entertain	(any)
  CHA
  Forgery
  INT/DEX
  Gambling
  INT
  Innuendo
  WIS
  Hide	
  DEX
  Intimidate
  CHA
  Knowledge	(any)
  EDU
  Move	Silently
  DEX
  Search
  INT
  Sense	Motive
  WIS
  Spot
  WIS
  T/Mechanical
  EDU
   
   
  Starting Skill Points:	Characters	cannot	begin	as	convicts.
   
  Skill Points per Level: 4 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Convict:
  	
  Starting Feats:	The	Convict	gains	the	following	feats:
  Connections	(Underworld)
  Old	Sweat*
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Convict	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Alertness
  Applied	Paranoia*
  Brawling
  Bruiser*
  Concealment*
  Connections	
  (Various)
  First	Aid
  Fast	Talk	
  Hobby
  Iron	Will
  Legal	Eagle
  Prison	Rep*
  Prison	Weasel*
  Sixth	Sense
  Stealthy
  Toughness
  Wiped	Slate*
  *	Special	Class	Feat	detailed	below
  Ex-COnVICTS
  	
  It	is	not	possible	to	take	levels	in	the	Convict	class	unless	
  the	character	is	actually	serving	time	in	a	prison	or	similar	penal	
  institution.	Once	the	character	has	left	prison,	she	retains	all	skills	
  and	feats	gained	during	her	time	“inside”	and	has	a	permanent	
  criminal	record	unless	the	Wiped	Slate	feat	is	taken.	
  CHARACTER ClASS
  
  70
  5
  ClASSES AnD lEVElS
  CORSAIR
  Service Class
  	
  Corsairs	 are	 pirates	 and	 raiders,	 who	 make	 their	 way	 by	
  preying	 on	 commerce	 or	 looting	 weakly	 defended	 outposts.	 In	
  Vargr	society,	“Corsair”	is	an	honorable	profession,	but	to	most	
  Humans	the	term	refers	to	an	amoral	starfaring	murderer.	Corsairs	
  operate in organized bands, and may even form small fleets for 
  a	very	daring	raid	in	force.	Personnel	tend	to	have	both	ground	
  and	shipboard	combat	skills,	plus	the	technical	skills	necessary	
  to	operate	a	ship.
  	
  Characteristics: Corsairs	 are	 generally	 a	 rough	 lot,	 with	
  discipline	enforced	through	fear	or	respect	rather	than	a	formal	
  system.	Violence	is	an	acceptable	way	of	getting	what	you	want,	
  and	strength	is	the	only	thing	that	requires	respect.	Corsairs	may	
  sometimes	have	a	strong	bond	of	loyalty	to	their	shipmates	or	
  captain,	 and	 will	 generally	 observe	 a	 “code”	 intended	 to	 avoid	
  unnecessary	 disputes,	 but	 outside	 that	 small	 circle	 they	 are	
  amoral	and	vicious.
  	
  Background:	Corsairs	come	from	high	or	mid-tech	worlds.	
  Some	have	naval	experience,	others	are	merchants	gone	bad.	
  Many	 are	 simply	 violent	 individuals	 who	 sign	 up	 as	 ground	
  fighters and receive on-the-job training. Some crewmembers 
  may	be	unwilling,	forced	to	make	their	technical	skills	available	in	
  return	for	continued	survival.
   
  Adventuring:	 Corsairs	 have	 many	 skills	 suitable	 for	
  adventurers.	Vicious	pirates	are	untrustworthy	at	best,	but	some	
  ship-crew mercenaries or semi-official privateer crews have similar 
  skills	to	corsairs,	and	are	generally	a	little	more	wholesome.
  TABlE: CORSAIR
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +
  +
  +0
  +2
  Starting	 Feats	 +	
  Bonus	Feat
  2nd
  +
  +2
  +0
  +3
  Bonus	Feat	
  3rd
  +2
  +2
  +
  +3
  4th
  +2
  +2
  +
  +4
  5th
  +3
  +3
  +
  +4
  Bonus	Feat
  6th
  +3
  +3
  +2
  +5
  7th
  +4
  +4
  +2
  +5
  Bonus	Feat
  8th
  +4
  +4
  +2
  +6
  9th
  +5
  +4
  +3
  +6
  0th
  +5
  +5
  +3
  +7
  Bonus	Feat
  th	
  +6/+
  +5
  +3
  +7
  Bonus	Feat
  2th	
  +6/+
  +6
  +4
  +8
  3th	
  +7/+2
  +6
  +4
  +8
  Bonus	Feat
  4th	
  +7/+2
  +6
  +4
  +9
  Bonus	Feat
  5th	
  +8/+3
  +7
  +5
  +9
  6th	
  +8/+3
  +7
  +5
  +0
  7th	
  +9/+4
  +8
  +5
  +0
  Bonus	Feat
  8th	
  +9/+4
  +8
  +6
  +
  9th	
  +0/+5
  +8
  +6
  +
  Bonus	Feat
  20th
  +0/+5
  +9
  +6
  +2
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service
   
  Multiclass Restrictions:	A	character	with	Merchant,	Navy	or	
  Marine	background	may	multiclass	into	the	Corsair	class	at	any	
  time	during	their	prior	history,	suggesting	a	period	of	privateering	
  or	other	illegal	activity.	Other	characters	must	be	serving	in	the	
  Corsair	 prior	 history,	 or	 aboard	 a	 corsair	 vessel	 during	 play	 in	
  order	to	multiclass	as	Corsairs.
   
  Stamina: 1d8 + CON modifier per level
  	
  Starting Funds:	Cr000.
  SERVICE SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Driving
  INT/DEX
  Forgery
  INT/DEX
  Forward	Observer
  INT
  Gambling
  INT
  Gather	Information
  CHA
  Gunnery
  WIS
  Intimidation
  CHA
  Leader
  INT/CHA
  Liaison
  CHA
  Navigation
  EDU
  Pilot
  INT/DEX
  Recruiting
  EDU
  Search
  INT
  Technical	(any)
  EDU
   
  Starting Skill Points: (4 + INT Modifier) x 4. If you are taking 
  Corsair	 as	 a	 multiclass,	 you	 do	 not	 receive	 these	 starting	 skill	
  points.		  
   
  Skill Points per Level: 4 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Corsair:
  	
  Starting Feats:	The	Corsair	begins	play	with	the	following	
  feats:
  AP	(Light)
  Brawling
  AP	(Vac	Suit)
  Toughness
  WP	(Marksman)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	Corsair	personnel	gain	a	bonus	feat.	These	feats	may	
  be	chosen	from	the	list	below.	If	the	character	already	has	all	of	
  the	listed	feats,	they	may	select	any	other	feat	from	the	Feats	
  chapter that they are qualified for.
  Avert	Suspicion*
  AP	(Medium)
  AP	(Heavy)
  Bushwhacking*
  Carousing
  Control	Band*
  Crewmember
  Damage	Control*
  Gearhead
  Heavy	Metal
  Interrogation
  Jury	Rig
  Lightning	Raid*
  Looooooot!!!*
  Natural	Born	
  Leader
  Miracle	Worker
  Naval	Architect
  Override	Ship	
  Security
  Ship’s	Tactics
  Suppress	
  Resistance*
  Vessel	(Starships)
  Vessel	(Ship’s	Boat)
  WP	(Close	
  Quarters)
  WP	(Combat	
  Rifleman)
  WP	(Lasers)
  WP	(Ship’s	
  Weapons)
  WP	(Swordsman)
  *	Special	Class	Feat	detailed	below
  Ex-CORSAIR pERSOnnEl
  	
  Personnel	 who	 muster-out,	 retire,	 are	 otherwise	 released	
  from	 the	 service	 and	 not	 actively	 working	 in	 the	 Corsair	 prior	
  history	or	aboard	a	corsair	vessel,	may	not	take	any	additional	
  levels	as	a	member	of	the	Corsair	class,	though	they	retain	all	of	
  the	skills	and	feats	they	have	already	acquired.	This	rule	may	be	
  waived	if	the	Referee	intends	to	run	an	active	duty	campaign	with	
  characters	playing	corsair	or	privateer	personnel.
  CHARACTER ClASS
  
  7
  5
  ClASSES  AnD lEVElS
  DIplOmAT
  Prestige Class
  	
  The	Diplomat	is	an	expert	at	negotiation	and	liaison.	Diplomats	
  can	be	found	in	all	walks	of	life,	from	business	to	the	military	and	
  law	enforcement,	and	most	worlds	and	nations	maintain	a	corps	
  of	diplomats	to	further	their	interests.	Diplomacy	is	a	career	often	
  followed by distinguished military officers or nobles. Diplomats 
  tend	to	be	cultured	but	fairly	sedentary	individuals,	but	in	their	
  own	way	they	can	be	as	deadly	as	any	sniper.
   
  Characteristics: A	Diplomat	is	skilled	at	observing	people,	
  deciding	what	they	want	and	what	they’re	willing	to	agree	to	in	
  order	to	get	it.	Some	diplomats	are	pushy	“salesmen,”	some	are	
  formal	negotiators,	and	some	have	unorthodox	techniques	that	
  defy	categorization.	Most	diplomats	have	an	abiding	interest	in	
  what	makes	people	act	the	way	they	do.
  	
  Background:	Diplomats	typically	come	from	a	well-off	and	
  educated	 background.	 Many	 have	 a	 period	 of	 service	 in	 the	
  armed	or	merchant	services	under	their	belt,	or	a	noble	title.
  	
  Adventuring:	 Not	 all	 problems	 can	 be	 solved	 by	 force	 or	
  deception.	 Negotiation	 can	 open	 up	 new	 avenues	 and	 reveal	
  sources	 of	 information	 undreamed-of.	A	 diplomat	 can	 often	 be	
  a	formidable	trader	if	she	turns	her	mind	to	it.	An	active	diplomat	
  may have immunity from customs searches and other benefits.
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service	
   
  Multiclass Restrictions:	 To	 multiclass	 into	 the	 Diplomat	
  class,	a	character	must	have	earned	at	least	a	Bachelor’s	degree	
  at	University,	have	Education	4+	and	Intelligence	2+,	or	must	
  have	a	noble	title.	A	character	with	a	military	commission	may	
  make a straight check vs. DC 6 (with a modifier of +1 per rank 
  above	O	held	in	the	previous	service)	to	enter	the	service	at	rank	
  O0.
  	
  Abilities:	Education,	Charisma
   
  Stamina: 1d4 + CON modifier per level
  	
  Starting Funds:	Cr3000
  TABlE: DIplOmAT
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +
  +
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +0
  +0
  +2
  +2
  Bonus	Feat
  3rd
  +0
  +
  +2
  +2
  4th
  +
  +
  +2
  +2
  5th
  +
  +
  +3
  +3
  Bonus	Feat
  6th
  +
  +2
  +3
  +3
  7th
  +
  +2
  +4
  +4
  Bonus	Feat
  8th
  +2
  +2
  +4
  +4
  9th
  +2
  +3
  +4
  +4
  0th
  +2
  +3
  +5
  +5
  Bonus	Feat
  th	
  +2
  +3
  +5
  +5
  Bonus	Feat
  2th	
  +3
  +4
  +6
  +6
  3th	
  +3
  +4
  +6
  +6
  Bonus	Feat
  4th	
  +3
  +4
  +6
  +6
  Bonus	Feat
  5th	
  +3
  +5
  +7
  +7
  6th	
  +4
  +5
  +7
  +7
  7th	
  +4
  +5
  +8
  +8
  Bonus	Feat
  8th	
  +4
  +6
  +8
  +8
  9th	
  +4
  +6
  +8
  +8
  Bonus	Feat
  20th
  +5
  +6
  +9
  +9
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Bluff
  CHA
  Bribery
  CHA
  Innuendo
  WIS
  K/Interstellar	Law
  EDU
  Leader
  INT/CHA
  Liaison
  CHA
  P/Diplomat
  WIS
  Sense	Motive
  WIS
  Spot
  WIS
   
  Starting Skill Points: (8 + INT modifier) x 4. If you are taking 
  Diplomat	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.
   
  Skill Points per Level: 8 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Diplomat:
  	
  Starting Feats:
  Carousing
  Diplomatic	Training*
  	*	A	specialized	class	feat
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Diplomat	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Acting	Prodigy
  Fast	Talk
  Back	Channel	
  Communications
  Connections	(Military	
  or	Diplomatic)
  Credit	Line
  Diplomatic	
  Complacency*
  Dubious	History*
  Favor	Owed*
  Impressive	Bluster*
  Infinite Patience*
  Legal	Eagle
  Natural	Born	Leader
  Official Protest*
  Rising	Star*
  Stubborn	as	a	Mule*
  	
  *	A	specialized	class	feat
  Ex-DIplOmATS
  	
  Personnel	who	muster-out,	retire,	or	are	otherwise	released	
  from	the	service	and	not	actively	working	in	the	Diplomat	prior	
  history	may	not	take	any	additional	levels	as	a	member	of	the	
  Diplomat	class,	though	they	retain	all	of	the	skills	and	feats	they	
  have	already	acquired.	This	rule	may	be	waived	if	the	Referee	
  intends	to	run	an	active	duty	campaign	with	characters	playing	
  members	of	the	Diplomatic	service.
  CHARACTER ClASS
  
  72
  5
  ClASSES AnD lEVElS
  EngInEER
  Prestige Class
  	
  The	Engineer	class	has	a	lot	of	overlap	with	the	Professional,	
  but	 there	 are	 some	 important	 differences.	 The	 Engineer	 is	 a	
  specialized	 equipment-user	 and	 problem-solver,	 who	 is	 not	
  usually at home in the boardroom or dealing with his financial 
  backers.	A	Professional	working	as	an	engineer	will	generally	be	
  better at such matters; the Engineer is more focused on finishing 
  the	job	at	hand.
  	
  Engineers	 work	 with	 technical	 equipment	 and	 gadgets	
  aboard starships or in the field. Their work can take them into 
  hazardous	places;	so	most	engineers	have	at	least	a	basic	idea	
  how	to	deal	with	dangerous	situations.	Engineering	skills	can	be	
  learned	“on	the	job”	in	a	rule-of-thumb	manner	or	be	the	result	
  of	years	of	study	at	a	university.	Various	types	of	engineers	exist	
  – field engineers working in fields like mining or civil construction, 
  starship,	or	other	vessel	engineers,	and	of	course	technicians	who	
  service	and	operate	complex	equipment	in	support	of	scientists	
  and	doctors	are	engineers	by	another	name.
   
  Characteristics:	 Engineers	 are	 usually	 intelligent	 and	 are	
  often	well	educated,	with	good	technical	skills	(particularly	those	
  concerning	the	equipment	they	work	with)	and	some	academic	
  ones, plus “field” experience. They may have picked up good 
  interpersonal,	 leadership,	 and	 even	 some	 combat	 skills	 while	
  working	in	frontier	environments.	
   
  Background:	Engineers	and	technicians	are	trained,	though	
  often	informally.	It	is	possible	to	be	an	Engineer	and	yet	not	be	
  able	to	read,	though	this	is	very	rare.	Engineers	can	exist	in	quite	
  low-tech	societies,	where	they	design,	build,	and	operate	low-tech	
  machines	that	parallel	the	functions	of	higher-tech	equipment.
   
  Adventuring:	The	Engineer	is	an	asset	to	any	adventuring	
  group. He or she keeps equipment running and finds practical 
  solutions	to	problems.
  TABlE: EngInEER
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +
  +2
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +0
  +0
  +2
  +3
  Bonus	Feat
  3rd
  +
  +
  +2
  +3
  4th
  +
  +
  +2
  +4
  5th
  +
  +
  +3
  +4
  Bonus	Feat
  6th
  +2
  +2
  +3
  +5
  7th
  +2
  +2
  +4
  +5
  Bonus	Feat
  8th
  +2
  +2
  +4
  +6
  9th
  +3
  +3
  +4
  +6
  0th
  +3
  +3
  +5
  +7
  Bonus	Feat
  th	
  +3
  +3
  +5
  +7
  Bonus	Feat
  2th	
  +4
  +4
  +6
  +8
  3th	
  +4
  +4
  +6
  +8
  Bonus	Feat
  4th	
  +4
  +4
  +6
  +9
  Bonus	Feat
  5th	
  +4
  +5
  +7
  +9
  6th	
  +5
  +5
  +7
  +0
  7th	
  +5
  +5
  +8
  +0
  Bonus	Feat
  8th	
  +5
  +6
  +8
  +
  9th	
  +5
  +6
  +8
  +
  Bonus	Feat
  20th
  +5
  +6
  +9
  +2
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service
   
  Multiclass Restrictions:	 To	 multiclass	 into	 the	 Engineer	
  class,	a	character	must	have	the	Gearhead	feat	and	at	least	6	skill	
  ranks	in	a	Technical	skill.	In	addition,	he	or	she	must	be	working	in	
  a	career	(in	play	or	prior	history)	that	includes	engineering	work,	
  such	as	Professionals,	Merchants,	Navy,	or	Scouts.
  	
  Abilities:	Education,	Intelligence
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr500
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Demolitions
  DEX
  Driving
  DEX	
  Forgery
  INT/DEX
  Gambling
  CHA
  Knowledge	(any)
  EDU
  Leader
  INT/CHA
  Liaison
  CHA
  Astrogation
  EDU
  Profession	
  (Admin)
  WIS
  Profession	
  (Engineer)
  WIS
  Search	
  WIS
  Survival
  WIS
  Technical	(any)
  EDU
  	
  Starting Skill Points: (6 + INT modifier) * 4. If you are taking 
  Engineer	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  	
  All	of	the	following	are	class	features	of	the	Engineer:
  	
  Starting Feats: The Engineer	starts	play	with	the	following	
  feats:
  AP	(Light)
  WP	(Marksman)
  Gearhead
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Engineer	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  AP	(Vac	Suit)
  Brawling
  Connections	
  (Engineering	
  Contractors)
  Carousing
  Civil	Engineer*
  EW	Specialist
  Demo	Specialist*
  Don’t	Touch	That!*
  Low-Tech	
  Machinery*
  First	Aid
  Hostile	
  Environment	
  Engineer*
  Power	Systems	
  Engineer*
  Improvised	
  Explosives*
  Jury	Rig
  Vehicle	Engineer*
  Miracle	Worker
  Nerves	of	Steel
  Salvager*
  Scrounger*
  *A	specialized	class	feat
  Ex-EngInEERS
  	
  Personnel	 who	 muster-out,	 retire,	 are	 otherwise	 released	
  from	the	service	and	not	actively	working	in	the	Engineer	prior	
  history	or	in	a	job	that	is	primarily	concerned	with	engineering,	
  such	as	holding	a	post	as	a	drive	hand	aboard	a	corsair,	merchant,	
  naval	or	scout	vessel,	may	not	take	any	additional	levels	as	a	
  member	of	the	Engineer	class,	though	they	retain	all	of	the	skills	
  and	feats	they	have	already	acquired.	
  CHARACTER ClASS
  
  73
  5
  ClASSES  AnD lEVElS
  	
  EnTERTAInER
  Core Class
  	
  The	Entertainer	is	an	individual	who	makes	his	or	her	way	by	
  amusing	others,	distracting	them	from	their	cares	and	anxieties.	
  While	there	are	numerous	superstars,	there	are	far	more	mid-
  level	entertainers	making	a	modest	living	on	the	circuit,	and	even	
  more	that	live	more	or	less	hand-to-mouth.
   
  Characteristics: An	Entertainer	is	generally	personable	and	
  presentable,	and	of	course	has	some	skills	that	can	be	used	to	
  please	 people.	An	 Entertainer’s	 craft	 might	 be	 music	 or	 song,	
  poetry,	 juggling,	 acrobatics,	 stand-up	 comedy,	 mime,	 or	 any	
  combination	of	these	and	other	activities.
  	
  Background:	Entertainers	can	come	from	any	background.
  	
  Adventuring:	After	being	stuck	somewhere,	performing	for	
  room	and	board,	a	chance	to	move	on	might	be	very	welcome.	
  An	entertainer	can	be	a	great	cover	or	distraction	for	a	party,	and	
  can	bring	unique	skills	to	bear	on	a	situation.	
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
   
  Multiclass Restrictions: To	multiclass	as	an	Entertainer,	a	
  character	must	have	4	or	more	ranks	in	an	Entertain	skill.
   
  Abilities:	Dexterity,	Charisma
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr000
  TABlE: EnTERTAInER
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +2
  +
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +0
  +0
  +3
  +2
  Bonus	Feat
  3rd
  +0
  +
  +3
  +2
  4th
  +
  +
  +4
  +2
  5th
  +
  +
  +4
  +3
  Bonus	Feat
  6th
  +
  +2
  +5
  +3
  7th
  +
  +2
  +5
  +4
  Bonus	Feat
  8th
  +2
  +2
  +6
  +4
  9th
  +2
  +3
  +6
  +4
  0th
  +2
  +3
  +7
  +5
  Bonus	Feat
  th	
  +2
  +3
  +7
  +5
  Bonus	Feat
  2th	
  +3
  +4
  +8
  +6
  3th	
  +3
  +4
  +8
  +6
  Bonus	Feat
  4th	
  +3
  +4
  +9
  +6
  Bonus	Feat
  5th	
  +3
  +5
  +9
  +7
  6th	
  +4
  +5
  +0
  +7
  7th	
  +4
  +5
  +0
  +8
  Bonus	Feat
  8th	
  +4
  +6
  +
  +8
  9th	
  +4
  +6
  +
  +8
  Bonus	Feat
  20th
  +5
  +6
  +2
  +9
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Balance
  DEX
  Bluff
  CHA
  Disguise
  CHA
  Entertain	(any)
  CHA
  Innuendo
  WIS
  K/Contract	Law
  EDU
  Liaison
  CHA
  P/Administration
  WIS
  P/Entertainer
  WIS
  Sense	Motive
  WIS
  Spot
  WIS
  Tumble
  DEX
   
   
  Starting Skill Points: (6 + INT modifier) x 4. If you are taking 
  entertainer	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Entertainer:
  	
  Starting Feats:
  Talented*
  Spotlight	Kid*
  Connections	(Entertainment)
  	
  	
  *	A	specialized	class	feat
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Entertainer	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Acting	Prodigy
  Barter
  Brawling	
  Carousing
  Drama	Queen*
  Fame*
  Fast	Talk
  Sector	Class*
  Showstopper*
  Talented*
  Trustworthy
  	
  	
  *	A	specialized	class	feat
   
  CHARACTER ClASS
  
  74
  5
  ClASSES AnD lEVElS
  FlyER
  Service Class
  	
  Most	 worlds	 maintain	 some	 form	 of	 army	 for	 their	 own	
  defense. Usually the army includes a corps of “flyers” responsible 
  for	air	support,	transport,	and	logistics,	and	on	more	advanced	
  worlds,	aerospace	defense.	This	force,	Close	Orbit	and	Airspace	
  Control	Command	(COACC)	is	a	branch	of	the	army	that	mans	
  tracking	 stations,	 ground	 defense	 batteries,	 and	 aerospace	 or	
  even	orbital	interceptor	craft.	The	crews	of	the	latter,	a	relatively	
  small	 proportion	 of	 the	 total	 personnel	 assigned,	 are	 termed	
  “Flyers.”
  	
  Other	 personnel	 assigned	 to	 COACC,	 such	 as	 security,	
  technical	and	support	crews,	are	members	of	the	Army	class.	
   
  Characteristics:	Military	personnel	are	trained	to	act,	and	
  flyers in particular are trained to use controlled but ferocious 
  aggression.	They	 have	 a	 tendency	 to	 engage	 problems	 rather	
  than	stand	about	wondering	what	to	do.	This	does	not	guarantee	
  the	 ex-Flyer	 will	 come	 up	 with	 the	 best	 solution	 to	 a	 problem;	
  merely	that	he	or	she	will	do	something. Flyers, especially fighter 
  jocks,	tend	to	be	brash	and	arrogant,	and	very	proud	of	whatever	
  unit	they	served	with.	
   
  Background:	Flyers	are	smart	and	dexterous,	and	tend	to	
  be well educated. Many come in through university officer training 
  programs.	
   
  Adventuring:	 Military	 personnel	 are	 a	 great	 asset	 to	
  any	 adventuring	 group.	 Their	 training	 and	 weapons	 skills	 give	
  advantages in a fight, and Flyers may have other useful skills 
  such	as	T/Electronics	or	Survival,	which	can	assist	a	group	in	
  reaching	its	goals.
  TABlE: FlyER
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +2
  +0
  Starting	 Feats	 +	
  Bonus	Feat
  2nd
  +
  +0
  +3
  +0
  Bonus	Feat
  3rd
  +
  +
  +3
  +
  4th
  +2
  +
  +4
  +
  5th
  +2
  +
  +4
  +
  Bonus	Feat
  6th
  +3
  +2
  +5
  +2
  7th
  +3
  +2
  +5
  +2
  Bonus	Feat
  8th
  +4
  +2
  +6
  +2
  9th
  +4
  +3
  +6
  +3
  0th
  +5
  +3
  +7
  +3
  Bonus	Feat
  th	
  +5
  +3
  +7
  +3
  Bonus	Feat
  2th	
  +6/+
  +4
  +8
  +4
  3th	
  +6/+
  +4
  +8
  +4
  Bonus	Feat
  4th	
  +7/+2
  +4
  +9
  +4
  Bonus	Feat
  5th	
  +7/+2
  +5
  +9
  +5
  6th	
  +8/+3
  +5
  +0
  +5
  7th	
  +8/+3
  +5
  +0
  +5
  Bonus	Feat
  8th	
  +9/+4
  +6
  +
  +6
  9th	
  +9/+4
  +6
  +
  +6
  Bonus	Feat
  20th
  +0/+5
  +6
  +2
  +6
  gAmE RUlE InFORmATIOn
  	
  Class Type: Service
  	
  High Tech Flyer (H):	Tech	Level	9+
   
  Mid Tech Flyer (M):	Tech	Level	4-8
   
  Multiclass Restrictions:	Only	a	character	actively	working	
  in	the	Flyer	prior	history	may	normally	multiclass	into	the	Flyer	
  class.	At	the	Referee’s	discretion,	characters	serving	in	the	Army	
  or	Marines	may	multiclass	as	Flyers.
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	 Acquired	 as	 part	 of	 the	 mustering	 out	
  benefits after prior history.
  SERVICE SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Driving
  DEX
  Forward	Observer
  INT
  Gambling
  INT
  Gather	Information
  CHA
  Gunnery
  WIS
  Leader
  INT/CHA
  Liaison
  CHA
  P/Administration
  WIS
  Pilot
  INT/DEX
  Recruiting
  EDU
  Sense	Motive
  WIS
  Spot
  WIS
  Survival
  WIS
  Technical	(any*)
  EDU
  *Communications,	Computer,	Electronics,	Gravitics,	Mechanical,	
  Medical,	 or	 Sensors.	A	 mid-tech	 Flyer	 may	 only	 select	 the	 T/
  Mechanical	skill.
   
  Starting Skill Points: (6 + INT Modifier) x 4. If you are 
  taking	Flyer	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.		
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Flyer:
  	
  Starting Feats:	 The	 Flyer	 begins	 play	 with	 the	 following	
  feats:
  Mid Tech
  High Tech
  WP	(Marksman)	
  WP	(Marksman)
  WP (Combat Rifleman) 
  WP (Combat Rifleman)
  WP	(Vehicular	Weapons)
  WP	(Vehicular	Weapons)
  AP	(Light)	
  AP	(Light)
  Vessel	(Aircraft)
  AP	(Vac	Suit)
  Vessel	(Aircraft)
  	
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	Flyer	personnel	gain	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Mid Tech
  High Tech
  AP	(Vac	Suit)
  Brawling
  Brawling
  Command	Presence*
  Command	Presence*
  Defensive	Maneuver*
  Defensive	Maneuver*
  Dogfight*
  Dogfight*
  Fighter	Leader*
  Fighter	Leader*
  Heavy	Metal
  Heavy	Metal
  Hoser*
  Hoser*
  PMOS
  PMOS
  Vessel	(Aircraft)
  Ride-By	Attack
  Vessel	(Grav)
  Vessel	(Aircraft)
  Vessel	(Ground)
  Vessel	(Ground)
  Vessel	(Ship’s	Boat)
  WP	(Heavy	Wpns)
  WP	(Heavy	Weapons)
  WP	(Lasers)
  WP	(Lasers)
  WP	(Vehicular)
  WP	(Vehicular)
  *	A	specialized	class	feat
  	
  Ex-FlyERS
  	
  Flyers	who	muster-out,	retire,	are	otherwise	released	from	
  the	service	and	not	actively	working	in	the	Flyer	prior	history,	may	
  not	take	any	additional	levels	as	a	member	of	the	Flyer	class,	
  though	they	retain	all	of	the	skills	and	feats	they	have	already	
  acquired.	This	rule	may	be	waived	if	the	Referee	intends	to	run	an	
  active	duty	campaign	with	characters	playing	military	personnel.	
  CHARACTER ClASS
  
  75
  5
  ClASSES  AnD lEVElS
  lAW EnFORCER
  Service Class 
  	
  There	are	many	types	of	Law	Enforcer,	from	beat	cops	to	
  detectives, from corporate security officials to bounty hunters and 
  skip	tracers.	What	they	all	have	in	common	is	a	mission	to	keep	
  the	peace	and	enforce	the	rules	(though	the	laws	they	uphold	
  may	be	very	different,	depending	upon	their	background).	Most	
  Enforcers	start	out	in	an	organized	police	or	security	unit,	and	
  most	 stay	 there.	 Those	 that	 move	 on	 to	 freelance	 work	 often	
  operate	on	the	fringes	of	the	law	themselves,	breaking	a	few	rules	
  to	keep	the	general	peace	or	to	eliminate	serious	felons.	
   
  Some enforcers have a narrow field of interest, for example 
  the	 skip	 tracers	 who	 repossess	 stolen	 starships	 on	 behalf	 of	
  their	owners,	while	others	are	general	upholders	of	the	law	and	
  keepers of the peace. Not all Law Enforcers are “official.” Some 
  are	contracted	mercenaries	and	others	are	simply	vigilantes.	
  	
  Law	 enforcers	 need	 to	 be	 capable	 of	 dealing	 with	 violent	
  situations,	 so	 often	 have	 good	 combat	 skills.	 Knowledge	 of	
  relevant	law	and	some	“street”	skills	are	useful	too.	
   
  Characteristics:	 An	 Enforcer’s	 outlook	 varies	 according	
  to	their	background.	A	vigilante	might	be	motivated	by	a	strong	
  code	of	conduct	and	a	desire	to	right	some	(or	every!)	wrong.	
  A professional security or police officer will normally respect the 
  laws	 they	 uphold	 and	 the	 society	 that	 those	 laws	 protect,	 and	
  generally find crime and criminals of all kinds distasteful. Bounty 
  Hunters	and	Skip	Tracers	may	simply	work	for	the	money,	and	
  actually	be	more	or	less	criminals	themselves.
   
  Background:	Law	Enforcers	can	come	from	any	background.	
  Detectives and senior or specialist officers often have a university 
  education,	while	many	street	cops,	security	personnel,	and	bounty	
  hunters	are	ex-military.
   
  Adventuring:	 Law	 enforcers	 are	 sometimes	 assigned	 to	
  pursue	 dangerous	 felons,	 or	 may	 make	 a	 living	 as	 freelance	
  security	 operatives	 or	 bounty	 hunters.	 Ex-law	 enforcement	
  personnel may well find their streetwise, weapons and technical 
  skills	 useful	 during	 a	 life	 of	 adventure	 after	 their	 career	 has	
  ended.	
  TABlE: lAW EnFORCER
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +
  +
  +2
  Starting	 Feats	 +	
  Bonus	Feat
  2nd
  +
  +2
  +2
  +3
  Bonus	Feat
  3rd
  +2
  +2
  +2
  +3
  4th
  +3
  +2
  +2
  +4
  5th
  +3
  +3
  +3
  +4
  Bonus	Feat
  6th
  +4
  +3
  +3
  +5
  7th
  +5
  +4
  +4
  +5
  Bonus	Feat
  8th
  +6/+
  +4
  +4
  +6
  9th
  +6/+
  +4
  +4
  +6
  0th
  +7/+2
  +5
  +5
  +7
  Bonus	Feat
  th	
  +8/+3
  +5
  +5
  +7
  Bonus	Feat
  2th	
  +9/+4
  +6
  +6
  +8
  3th	
  +9/+4
  +6
  +6
  +8
  Bonus	Feat
  4th	
  +0+5
  +6
  +6
  +9
  Bonus	Feat
  5th	
  +/+6/+
  +7
  +7
  +9
  6th	
  +2/+7/+2
  +7
  +7
  +0
  7th	
  +2/+7/+2
  +8
  +8
  +0
  Bonus	Feat
  8th	
  +3/+8/+3
  +8
  +8
  +
  9th	
  +4/+9/+4
  +8
  +8
  +
  Bonus	Feat
  20th
  +5/+0/+5
  +9
  +9
  +2
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service	Class
  	
  Multiclass Restrictions:	To	multiclass	into	the	Law	Enforcer	
  class	a	character	must	serve	at	least	one	term	in	the	Law	Enforcer	
  prior	 history	 (see	 Prior	 History)	 or	 be	 employed	 in	 a	 suitable	
  capacity	during	play.
  	
  Abilities:	Intelligence,	Wisdom
   
  Stamina: 1d8 + CON modifier per level
  	
  Starting Funds:	Cr2000
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Bluff
  CHA
  Driving
  DEX
  Gambling
  INT
  Gather	Information
  CHA
  Intimidate
  CHA
  Knowledge	
  (Forensics)	
  EDU
  Knowledge	
  (Interstellar	Law)		
  EDU
  Knowledge	(Other	
  Law)	
  EDU
  Leader
  INT
  Move	Silently
  DEX*
  Search
  WIS
  Sense	Motive
  WIS
  Spot
  WIS
  Technical	(any)*
  EDU
  *Communications,	Computer,	Electronics,	Medical,	Sensors
   
  Starting Skill Points: (5+ INT modifier) * 4. If you are taking 
  Law	Enforcer	as	a	multiclass,	you	do	not	receive	these	starting	
  skill	points.
   
  Skill Points per Level: 5 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Law	Enforcer:
  	
  Starting Feats:	 The	 Law	 Enforcer	 begins	 play	 with	 the	
  following	feats:
  AP	(Light)
  WP	(Marksman)
  AP	(Medium	Armor)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Law	Enforcer	gains	a	bonus	feat.	These	feats	may	
  be	chosen	from	the	list	below.	If	the	character	already	has	all	of	
  the	listed	feats,	they	may	select	any	other	feat	from	the	Feats	
  chapter that they are qualified for.
  Alertness
  AP	(Heavy)
  Brawling
  Control	&	Restraint*
  Dodge
  Far	Shot
  Improved	Critical
  Improved	Initiative
  Improved	
  Unarmed	Strike
  Interrogation
  Point	Blank	Shot
  Police	Sniper*
  Precise	Shot
  Presence*
  Quick	Draw
  Rapid	Shot
  Shot	on	the	Run
  Street	Smart*
  SWAT*
  Tactics	I*
  Toughness
  Uncanny	Dodge*
  Weapon	Focus
  WP	(Grappler)
  WP	(Combat	
  Rifleman)
  Weapon	
  Specialization*
  Vessel/Ground	
  Vehicles
  Vessel/Grav	Vehicles
  *	A	specialized	class	feat
  Ex-lAW EnFORCERS
  	
  It	is	not	possible	to	take	levels	in	the	Law	Enforcer	class	after	
  a	character	has	mustered	out,	unless	they	are	working	in	some	
  kind	of	security/law	enforcement	capacity.	As	a	general	rule,	ex-
  law	enforcement	personnel	are	respected	by	the	authorities	and	
  despised	by	criminals	wherever	they	go.
  CHARACTER ClASS
  
  76
  5
  ClASSES AnD lEVElS
  mARInE
  Service Class
   
  The Marine Corps is a specialized fighting force. Its troopers 
  gain	impressive	combat	skills	and	some	shipboard	experience.	
  Marines are adept at fighting in zero-g and other hostile 
  environments.
   
  Characteristics:	 Marines	 are	 tough	 and	 team-oriented.	
  They	are	sometimes	a	little	contemptuous	of	the	Army,	and	claim	
  not	to	be	able	to	comprehend	the	Navy’s	way	of	doing	things.	
  Marines	are	exceptionally	proud	of	their	unit	and	of	the	Marine	
  Corps	in	general.	The	Marines	are	often	used	as	a	hammer	to	
  smash	the	government’s	problems,	and	many	Marines	retain	the	
  “break	it	now,	let	someone	else	worry	about	questions	and	stuff”	
  attitude.
   
  Background:	Marines	are	generally	recruited	on	mid	to	high	
  tech	worlds.	Physical	standards	are	high,	and	trained	higher.	As	
  close	cousins	to	the	Navy,	the	Marines	have	a	higher	proportion	
  of Noble officers than the Army (the Scouts have almost none!). 
  Marines also tend to be intelligent and flexible, since they have 
  to operate complex weapon systems in highly fluid combat 
  environments.
   
  Adventuring: A Marine is an impressive one-person fighting 
  force,	and	may	have	useful	secondary	skills	like	T/Electronics	or	
  Gunnery.	A	Marine	uniform	is	less	well	regarded	than	a	Naval	
  one,	but	ex-Marines	are	generally	treated	with	respect	wherever	
  they	go.
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service	Class
   
  Multiclass Restrictions:	Only	a	character	actively	working	
  in	 the	 marines	 prior	 history	 may	 multiclass	 into	 the	 marines	
  class.
   
  Stamina: 1d10 + CON modifier per level
  	
  Starting Funds:	 Acquired	 as	 part	 of	 the	 mustering	 out	
  benefits after prior history.
  TABlE: mARInE
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +
  +2
  +0
  +
  Starting	Feats	
  +	Bonus	Feat
  2nd
  +2
  +3
  +0
  +2
  Bonus	Feat
  3rd
  +3
  +3
  +
  +2
  4th
  +4
  +4
  +
  +2
  5th
  +5
  +4
  +
  +3
  Bonus	Feat
  6th
  +6/+
  +5
  +2
  +3
  7th
  +7/+2
  +5
  +2
  +4
  Bonus	Feat
  8th
  +8/+3
  +6
  +2
  +4
  9th
  +9/+4
  +6
  +3
  +4
  0th
  +0/+5
  +7
  +3
  +5
  Bonus	Feat
  th	
  +/+6/+
  +7
  +3
  +5
  Bonus	Feat
  2th	
  +2/+7/+2
  +8
  +4
  +6
  3th	
  +3/+8/+3
  +8
  +4
  +6
  Bonus	Feat
  4th	
  +4/+9/+4
  +9
  +4
  +6
  Bonus	Feat
  5th	
  +5/+0/+5
  +9
  +5
  +7
  6th	 +6/+/+6/+
  +0
  +5
  +7
  7th	 +7/+2/+7/+2
  +0
  +5
  +8
  Bonus	Feat
  8th	 +8/+3/+8/+3
  +
  +6
  +8
  9th	 +9/+4/+9/+4
  +
  +6
  +8
  Bonus	Feat
  20th +20/+5/+0/+5
  +2
  +6
  +9
  SERVICE SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Combat	
  Engineering
  INT
  Demolitions
  DEX
  Driving
  DEX
  Forward	Observer
  INT
  Gambling
  INT
  Gather	Information
  CHA
  Gunnery
  WIS
  Leader
  INT/CHA
  Liaison
  CHA
  P/Administration
  WIS
  Pilot
  INT/DEX
  Recruiting
  EDU
  Sense	Motive
  WIS
  Spot
  WIS
  Survival
  WIS
  Technical	(any*)
  EDU
  *Communications,	Computer,	Electronics,	Gravitics,	Mechanical,	
  Medical,	or	Sensors
   
  Starting Skill Points: (2 + INT Modifier) x 4. If you are taking 
  Marines	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.		  
   
  Skill Points per Level: 2 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Marine:
  	
  Starting Feats:	The	Marine	begins	play	with	the	following	
  feats:
  AP	(Light	Armor)
  WP (Combat Rifleman)
  AP	(Medium	Armor)
  WP	(Swordsman)
  AP	(Vac	Suit)
  Weapon	Focus	(Cutlass)
  WP	(Marksman)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	 level	 the	 Marine	 gains	 a	 bonus	 feat.	These	 feats	 may	 be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  AP	(Battledress)
  Brawling
  Command	
  Presence*
  Crewmember
  Drop	Trooper
  EVA
  Heavy	Metal
  High	Morale*
  Hostile	
  Environment	
  Operations
  Improved	Zero-G
  /Low	Grav	
  Adaptation	
  PMOS
  Second	Wind*
  Tactics	I*
  Tactics	II*
  Toughness
  Vessel	(Aircraft)
  Vessel	(Grav)
  Vessel	(Ground)
  Vessel	(Ship’s	
  Boat)
  Weapon	Focus
  WP	(Heavy	
  Weapons)
  WP	(High	Energy)
  WP	(Lasers)
  WP	(Ship’s	
  Weapons)
  WP	(Vehicular)
  Weapon	
  Specialization*
  Zero-G	Combat
  Zero-G/Low	Gravity	Adaptation
  *	A	specialized	class	feat
  Ex-mARInE pERSOnnEl
  	
  Marine	 personnel	 who	 muster-out,	 retire,	 are	 otherwise	
  released	from	the	service	and	not	actively	working	in	the	Marine	
  prior	history	may	not	take	any	additional	levels	as	a	member	of	
  the	marine	class,	though	they	retain	all	of	the	skills	and	feats	they	
  have	already	acquired.	This	rule	may	be	waived	if	the	Referee	
  intends	to	run	an	active	duty	campaign	with	characters	playing	
  military	personnel.
  CHARACTER ClASS
  
  77
  5
  ClASSES  AnD lEVElS
  mARTIAl ARTIST
  Core Class
   
  Anyone can learn to fight, and anyone can get some martial 
  arts	training.	However,	those	who	wish	to	truly	master	the	arts	of	
  personal	combat	must	devote	considerable	time	and	effort	to	the	
  task,	and	for	this	reason	the	study	of	martial	arts	can	be	considered	
  to	be	a	service.	Many	martial	artists	make	their	living	at	mundane	
  jobs	 –	 clerks,	 barmen,	 janitors	 and	 so	 on,	 while	 some	 make	 a	
  career	 out	 of	 using	 their	 skills	 and	 work	 in	 security.	 There	 is	 of	
  course	 no	 reason	 why	 a	 member	 of	 an	 armed	 service	 –	 or	 any	
  other	profession	–	cannot	also	be	a	martial	artist.	The	fact	that	it	is	
  a	service	class	merely	represents	the	level	of	commitment	required	
  to	be	good	at	the	martial	arts.	A	character	can	only	gain	levels	in	
  Martial	Artist	 while	 actively	 pursuing	 their	 studies.	This	 does	 not	
  stop	 them	 from	 serving	 terms	 in	 other	 professions	 or	 services	
  during	 Prior	 History,	 but	 Martial	Artist	 levels	 can	 only	 be	 gained	
  from	terms	the	character	spent	as	a	member	of	a	military	service,	
  the	Scouts,	Law	Enforcement,	Corsairs,	or	Mercenaries	–	plus	of	
  course	terms	spent	as	a	Martial	Artist.	
  	
  Once	in	play,	a	martial	artist	can	continue	to	gain	levels	so	long	
  as	his	or	her	commitment	to	the	martial	arts	is	unbroken.	This	is	a	
  matter	 for	 appropriate	 roleplaying,	 and	 the	 Referee	 must	 decide	
  what	level	of	commitment	is	required.	
  	
  There	 are	 many	 styles	 of	 martial	 arts.	 Some	 emphasize	
  striking,	like	Muay	Thai	and	Karate,	others	grappling	and	wrestling,	
  like	Sombo	and	Combat	Judo.	Most	styles,	such	as	Vale	Tudo	and	
  Ju-Jitsu,	are	balanced	between	striking	and	grappling	techniques,	
  and a smart fighter gains at least some skill in each area. Specialist 
  arts,	such	as	the	low-g	art	Lae	Kal,	also	exist,	as	well	as	alien	and	
  variant-Human	 arts.	 The	 Martial	Artist	 class	 is	 representative	 of	
  them all, and it is up to the player to tailor his or her character to fit 
  a	desired	style.	
  	
  Most	 martial	 arts	 are	 unarmed	 for	 the	 most	 part,	 but	 do	 at	
  least	include	some	weapons	work	(knives	and	sticks	are	common).	
  Some	styles	include	handguns	and	esoteric	weapons,	but	this	is	
  fairly	 unusual.	 Skills	 and	 feats	 are	 thus	 heavily	 biased	 towards	
  close-quarters	hand-to-hand	combat.	It	is	also	possible	to	create	
  a	fencer,	perhaps	a	noble	with	aspirations	of	being	a	great	duelist,	
  with	these	rules.	
   
  Characteristics: Almost	 all	 martial	 arts	 are	 built	 upon	
  principles	of	respect	and	dedication.	A	martial	artist	will	generally	
  be a “physical” person, fit and willing to use hands-on solutions 
  to	problems,	but	relatively	few	are	outright	thugs.	Most	arts	have	
  at	 least	 a	 basic	 philosophy	 behind	 them,	 and	 some	 have	 highly	
  mystical	 backgrounds.	A	 few	 martial	 artists	 are	 thus	 enlightened	
  “Zen	warriors”	but	the	majority	are	simply	individuals	who	possess	
  good fighting skills as a result of long training, and have a healthy 
  respect	for	the	consequences	of	violence.	Some	follow	a	personal	
  code	of	honor,	but	this	is	not	always	the	case.
   
  Background:	Martial	artists	come	from	all	walks	of	life;	poor	
  kids	trying	to	get	out	of	the	slums	with	a	career	in	the	tournaments,	
  professionals	 seeking	 self-defense	 skills,	 serving	 military	 or	 law	
  enforcement	personnel	seeking	an	edge	in	hand-to-hand	combat,	
  and the occasional bar fighter who just wants to get better at 
  slugging	people.	
   
  Adventuring:	Martial	artists	often	work	in	security	or	protect	
  others,	and	their	quest	for	new	teachers	or	opponents	will	sometimes	
  lead	them	into	adventure.	They	bring	excellent	hand-to-hand	skills	
  to	an	adventuring	group,	plus	a	general	level	of	physical	prowess	
  that	is	hard	to	match.	
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service
  	
  Multiclass Restrictions:	 Martial	 Artists	 can	 multiclass	
  freely	in	play,	so	long	as	their	continued	study	and	training	is	role-
  played.	
  	
  Abilities:	Dexterity,	Constitution
   
  Stamina: 1d10 + CON modifier per level
  	
  Starting Funds:	Cr250
  TABlE: mARTIAl ARTIST
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +
  +
  +0
  Starting	Feats	+	
  Bonus	Feat
  2nd
  +
  +2
  +2
  +0
  Bonus	Feat
  3rd
  +2
  +2
  +2
  +
  4th
  +3
  +2
  +2
  +
  5th
  +3
  +3
  +3
  +
  Bonus	Feat
  6th
  +4
  +3
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Bonus	Feat
  8th
  +6/+
  +4
  +4
  +2
  9th
  +6/+
  +4
  +4
  +3
  0th
  +7/+2
  +5
  +5
  +3
  Bonus	Feat
  th	
  +8/+3
  +5
  +5
  +3
  Bonus	Feat
  2th	
  +9/+4
  +6
  +6
  +4
  3th	
  +9/+4
  +6
  +6
  +4
  Bonus	Feat
  4th	
  +0+5
  +6
  +6
  +4
  Bonus	Feat
  5th	
  +/+6/+
  +7
  +7
  +5
  6th	
  +2/+7/+2
  +7
  +7
  +5
  7th	
  +2/+7/+2
  +8
  +8
  +5
  Bonus	Feat
  8th	
  +3/+8/+3
  +8
  +8
  +6
  9th	
  +4/+9/+4
  +8
  +8
  +6
  Bonus	Feat
  20th
  +5/+0/+5
  +9
  +9
  +6
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Balance
  DEX
  Bluff
  CHA
  Driving
  DEX
  Hide
  DEX
  Intimidate
  CHA
  Jump
  STR
  Leader
  INT
  Listen	
  WIS
  Move	Silently
  DEX*
  Sense	Motive
  WIS
  Spot
  WIS
  Tumble
  DEX
   
   
  Starting Skill Points: (4 + INT modifier) x 4. If you are taking 
  Martial	Artist	as	a	multiclass,	you	do	not	receive	these	starting	
  skill	points.
   
  Skill Points per Level: 4 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Martial	Artist:
  	
  Starting Feats:	 The	 Martial	 Artist	 begins	 play	 with	 the	
  following	feats:
  Brawling
  Improved	Unarmed	Strike
  Toughness
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Martial	Artist	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Acrobatics
  Blast*
  Body	Conditioning*
  Combat Reflexes
  Combat	
  Specialization*
  Dodge
  Enhanced	Striking*
  Evasion*
  Great	Fortitude
  Improved	Critical
  Mobility	
  One-Hit	Kill*
  Spring	Attack
  Shoot	Attack*
  Toughness
  Weapon	Focus
  WP	(Grappler)*
  WP	(CQW)*
  Weapon	Specialization
  *	A	special	class	feat	described	below
  CHARACTER ClASS
  
  78
  5
  ClASSES AnD lEVElS
  mEDIC
  Prestige Class
  	
  The	medic	is	a	member	of	the	medical	profession.	She	may	
  be	 a	 surgeon,	 a	 nurse,	 a	 paramedic,	 starship	 medical	 orderly,	
  or	a	mad	old	hermit	with	knowledge	of	herbal	remedies.	What	
  all	medics	have	in	common	is	a	desire	to	heal	and	save	others.	
  Usually	this	is	accompanied	by	an	oath	to	“do	no	harm.”
  	
  “Enlisted”	 members	 of	 the	 medical	 profession	 may	 be	
  fairly	active	at	the	less	skilled	end,	as	paramedics	and	nurses	
  tend	to	rush	around	a	lot	dealing	with	trauma	situations	and	to	
  be	generally	overworked.	“Commissioned”	medics	(i.e.	doctors	
  and	surgeons)	tend	to	spend	more	time	in	one	place	where	their	
  unique	skills	can	be	put	to	the	best	use.
  	
  Characteristics: A	medic	is	usually	a	fairly	well	educated	
  individual of considerable intellect, capable of making difficult 
  decisions	under	pressure.	Doctors	and	surgeons	often	have	in	
  interest	 in	 the	 life	 sciences,	 and	 those	 that	 deal	 with	 alien	 life	
  forms	 may	 have	 to	 develop	 diplomatic	 skills	 as	 well	 as	 their	
  medical	ones.
  	
  Background:	Medics	typically	come	from	a	reasonably	well-
  off background, or obtain their qualifications through a period of 
  service	with	the	military	or	a	merchant	line.	
  	
  Adventuring:	A	medic	can	be	an	asset	to	an	adventuring	
  party	for	more	reasons	that	the	obvious	provider-of-healing.	She	
  may	have	academic	knowledge	that	can	be	very	useful.	Many	
  young	medical	students	pay	for	their	time	at	college	by	working	as	
  starship medical officers. This is both a reason to go adventuring 
  and	a	source	of	unusual	skills.	
  TABlE: mEDIC
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +
  +
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +0
  +0
  +2
  +2
  Bonus	Feat
  3rd
  +0
  +
  +2
  +2
  4th
  +
  +
  +2
  +2
  5th
  +
  +
  +3
  +3
  Bonus	Feat
  6th
  +
  +2
  +3
  +3
  7th
  +
  +2
  +4
  +4
  Bonus	Feat
  8th
  +2
  +2
  +4
  +4
  9th
  +2
  +3
  +4
  +4
  0th
  +2
  +3
  +5
  +5
  Bonus	Feat
  th	
  +2
  +3
  +5
  +5
  Bonus	Feat
  2th	
  +3
  +4
  +6
  +6
  3th	
  +3
  +4
  +6
  +6
  Bonus	Feat
  4th	
  +3
  +4
  +6
  +6
  Bonus	Feat
  5th	
  +3
  +5
  +7
  +7
  6th	
  +4
  +5
  +7
  +7
  7th	
  +4
  +5
  +8
  +8
  Bonus	Feat
  8th	
  +4
  +6
  +8
  +8
  9th	
  +4
  +6
  +8
  +8
  Bonus	Feat
  20th
  +5
  +6
  +9
  +9
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service
   
  Multiclass Restrictions:	To	multiclass	into	the	Medic	class,	
  a	character	must	have	taken	the	First	Aid	feat	or	have	at	least	4	
  ranks	in	the	T/Medical	skill.	
  	
  Abilities:	Education,	Intelligence
   
  Stamina: Enlisted Personnel: 1d6 + CON modifier per level. 
  Commissioned Personnel: 1d4+ con modifier per level.
  	
  Starting Funds:	Cr2000
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Driving
  DEX
  Gather	Information
  CHA
  Knowledge	(any)
  EDU
  K/Biology
  EDU
  K/Disease
  EDU
  K/Forensics
  EDU
  K/Medical	
  Specialization
  EDU
  K/Pharmacy
  EDU
  K/Trauma	Medicine
  EDU
  K/Toxicology
  EDU
  Liaison
  CHA
  P/Administration
  WIS
  P/Medic
  WIS
  Technical	(any)*
  EDU
  *	Computer,	Electronics,	Medical	or	Sensors
   
  Starting Skill Points: (8 + INT modifier) x 4. If you are taking 
  Medic	 as	 a	 multiclass,	 you	 do	 not	 receive	 these	 starting	 skill	
  points.
   
  Skill Points per Level: 8 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Medic:
  	
  Starting Feats:
  Research
  Skill	Focus	(Knowledge)*
  *	A	specialized	class	feat
  	
  Bonus Feats:	At	 st,	 2nd,	 5th,	 7th,	 0th,	 th,	 3th,	 4th,	 7th	
  and	9th	level	the	Medic	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Advanced	Medical	
  Knowledge*
  Connections	
  (Medical)
  Disaster	Team*
  Meatball	Surgery*
  Medical	Scientist*
  Medical	Paper*
  Medical	
  Specialization
  Research
  Surgery
  Talented	Surgeon*
  Trauma	Aid*
  Triage*
  Xeno-Medicine
  *	A	specialized	class	feat	
  CHARACTER ClASS
  
  79
  5
  ClASSES  AnD lEVElS
  mERCEnARy
  Core Class 
  	
  The	 Mercenary	 is	 inclined	 towards	 combat	 and	 violence.	
  Some are actual mercenary soldiers, while others are bar fighters, 
  gunmen, bouncers, martial artists, security officers and so on. 
  The Mercenary finds it easy to learn about combat and related 
  matters	such	as	stealth	and	hostile-environment	skills.	
   
  Characteristics:	The	Mercenary	may	be	a	simple	thug,	a	
  realist	willing	to	accept	violence	as	a	fact	of	life,	or	some	kind	
  of	“enlightened	warrior”	who	seeks	truths	and	inner	peace	while	
  battling	all	comers.	Most	Mercenaries	are	often	willing	to	take	a	
  direct	and	sometimes	brutal	approach	to	problems,	and	to	accept	
  risk	or	even	casualties	in	order	to	achieve	their	goals.	Very	few	are	
  murderous,	sociopathic	thugs	and	most	have	a	healthy	respect	
  for	the	consequences	of	violent	action.
   
  Background:	Mercenaries	have	been	exposed	to	violence	
  at	various	times,	and	usually	have	some	formal	combat	training.	
  Service	in	the	interstellar	or	planetary	armed	forces	is	a	common	
  route.	 Others	 might	 have	 trained	 with	 a	 mercenary	 unit	 or	 a	
  megacorporation’s	security	arm,	or	may	have	learned	their	skills	
  in	a	martial	arts	dojo	or	on	the	streets	of	a	rough	neighborhood.	
   
  Adventuring:	 Some	 problems	 require	 force	 to	 overcome,	
  and	these	are	the	people	to	supply	it.	Mercs	have	the	skills	to	
  use	personal	weapons	effectively,	and	often	have	the	ability	to	
  operate	military	equipment	such	as	secure	communications	gear,	
  combat	vehicles,	and	explosives.	
  TABlE: mERCEnARy
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +
  +2
  +0
  +
  Starting	Feats	
  +	Bonus	Feat
  2nd
  +2
  +3
  +0
  +2
  Bonus	Feat
  3rd
  +3
  +3
  +
  +2
  4th
  +4
  +4
  +
  +2
  5th
  +5
  +4
  +
  +3
  Bonus	Feat
  6th
  +6/+
  +5
  +2
  +3
  7th
  +7/+2
  +5
  +2
  +4
  Bonus	Feat
  8th
  +8/+3
  +6
  +2
  +4
  9th
  +9/+4
  +6
  +3
  +4
  0th
  +0/+5
  +7
  +3
  +5
  Bonus	Feat
  th	
  +/+6/+
  +7
  +3
  +5
  Bonus	Feat
  2th	
  +2/+7/+2
  +8
  +4
  +6
  3th	
  +3/+8/+3
  +8
  +4
  +6
  Bonus	Feat
  4th	
  +4/+9/+4
  +9
  +4
  +6
  Bonus	Feat
  5th	
  +5/+0/+5
  +9
  +5
  +7
  6th	 +6/+/+6/+
  +0
  +5
  +7
  7th	 +7/+2/+7/+2
  +0
  +5
  +8
  Bonus	Feat
  8th	 +8/+3/+8/+3
  +
  +6
  +8
  9th	 +9/+4/+9/+4
  +
  +6
  +8
  Bonus	Feat
  20th +20/+5/+0/+5
  +2
  +6
  +9
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
  	
  Multiclass Restrictions:	To	multiclass	into	the	Mercenary	
  class	a	character	must	have	served	at	least	one	term	in	the	Army,	
  Marines,	or	Navy	prior	history	(see	Prior	History).
  	
  Abilities:	Dexterity,	Intelligence
   
  Stamina: 1d10 + CON modifier per level
  	
  Starting Funds:	Cr2000
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bluff
  CHA
  Driving
  DEX
  Gambling
  INT
  Hide
  DEX
  Intimidate
  CHA
  Leader
  INT
  Move	Silently
  DEX
  Spot
  WIS
  Technical	(any)*
  EDU
   
  *	Communications,	Mechanical,	Medical,	or	Sensors
   
  Starting Skill Points: (2 + INT modifier) x 4. If you are taking 
  Mercenary	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.
   
  Skill Points per Level: 2 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Mercenary:
  	
  Starting Feats:	The	Mercenary	begins	play	with	the	following	
  feats:
  AP	(Light)
  AP	(Medium	Armor)
  AP	(Vac	Suit)
  WP	(Marksman)
  WP (Combat Rifleman)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Mercenary	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  (pg. 00) that they are qualified for.
  Alertness
  AP	(Heavy)
  Brawling
  Cross	Training*
  Defensive	Roll*
  Dodge
  Evasion*
  Far	Shot
  Heavy	Metal
  Improved	Critical
  Improved	Initiative
  Improved	Unarmed	
  Strike
  Opportunist*
  Point	Blank	Shot
  Precise	Shot
  Quick	Draw
  Rapid	Shot
  Shot	on	the	Run
  Sneak	Attack*
  Tactics	I*
  Toughness
  Uncanny	Dodge*
  Weapon	Focus
  Weapon	
  Specialization*
  Vessel/Ground	
  Vehicles
  Vessel/Watercraft
  Zero-G/Low	Grav	
  Adaptation
  *	A	specialist	class	feat	detailed	below
  CHARACTER ClASS
  
  80
  5
  ClASSES AnD lEVElS
  mERCHAnTS
  Core Class
  	
  The	Merchant	is	usually	a	trader	rather	than	a	shopkeeper.	
  He	or	she	may	be	a	highly	paid	corporate	factor	or	a	member	of	
  the	crew	of	a	beat-up	old	merchant	starship.	Merchants	are	adept	
  at	thinking	on	their	feet,	seeking	out	new	business	opportunities,	
  and	at	talking	or	shooting	their	way	out	of	situations	their	business	
  sense	has	got	them	into.
   
  Characteristics:	Merchants	tend	to	have	good	interpersonal	
  skills	 (the	 exception	 being	 arrogant	 high-powered	 brokers	 or	
  those	who	do	their	business	via	data	transfer	in	high-tech	cities)	
  and	related	skills	like	Gather	Information	or	K/Interstellar	Law	that	
  help	get	the	deal	done.	The	sort	of	merchant	who	becomes	a	
  player-character	tends	to	be	a	risk-taker	and	is	often	willing	to	
  venture into seedy, dangerous places in order to make a profit. 
  These characters can usually take care of themselves with fists 
  or firearms.
   
  Background:	Merchants	(especially	those	that	own	or	crew	
  starships)	 are	 often	 from	 a	 well-off	 or	 educated	 background.	
  Others	may	have	signed	on	as	part	of	a	Free	Trader	crew	and	
  gradually	 acquired	 trading	 skills	 as	 they	 served	 aboard	 in	 a	
  technical	capacity.
   
  Adventuring:	With	their	broad	and	general	skillet,	Merchants	
  make	excellent	adventurers.	They	are	good	at	getting	information	
  and finding adventure leads and can usually obtain hard-to-get 
  equipment.	Merchants	often	also	have	shipboard	skills,	making	
  them	doubly	useful	to	a	party	with	a	starship.
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
  	
  Multiclass Requirements:	To	multiclass	into	the	Merchant	
  class	a	character	must	be	actively	working	as	a	merchant	in	prior	
  history	(see	Prior	History),	or	must	be	an	active	crewmember	of	a	
  working	starship	of	any	type.
  	
  Abilities:	Education,	Intelligence,	Dexterity
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr000
  TABlE: mERCHAnT
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +
  +0
  +
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +0
  +2
  +0
  +2
  Bonus	Feat
  3rd
  +0
  +2
  +
  +2
  4th
  +
  +2
  +
  +2
  5th
  +
  +3
  +
  +3
  Bonus	Feat
  6th
  +
  +3
  +2
  +3
  7th
  +
  +4
  +2
  +4
  Bonus	Feat
  8th
  +2
  +4
  +2
  +4
  9th
  +2
  +4
  +3
  +4
  0th
  +2
  +5
  +3
  +5
  Bonus	Feat
  th	
  +2
  +5
  +3
  +5
  Bonus	Feat
  2th	
  +3
  +6
  +4
  +6
  3th	
  +3
  +6
  +4
  +6
  Bonus	Feat
  4th	
  +3
  +6
  +4
  +6
  Bonus	Feat
  5th	
  +3
  +7
  +5
  +7
  6th	
  +4
  +7
  +5
  +7
  7th	
  +4
  +8
  +5
  +8
  Bonus	Feat
  8th	
  +4
  +8
  +6
  +8
  9th	
  +4
  +8
  +6
  +8
  Bonus	Feat
  20th
  +5
  +9
  +6
  +9
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Bluff
  CHA
  Bribery
  CHA
  Broker
  INT
  Driving
  DEX
  Gambling
  INT
  Gather	Information
  CHA
  K/Interstellar	Law
  EDU
  Liaison
  CHA
  Pilot
  INT/DEX
  Professional	(Any)
  WIS
  Technical	(Any)
  EDU
  Trader
  INT
   
  Starting Skill Points: (7 + INT modifier) x 4. If you are taking 
  Merchant	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.
   
  Skill Points per Level: 7 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Merchant:
  	
  Starting Feats:	The	Merchant	begins	play	with	the	following	
  feats:
  AP	(Light)
  AP	(Vac	Suit)
  Barter
  WP	(Marksman)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Merchant	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Calculating	Eye*
  Carousing
  Chief	Steward*
  Connections	
  (Merchants)
  Fast	Talk
  Gearhead
  Jury	Rig
  Market	Analyst*
  Miracle	Worker
  Narrow	Escape*
  Ship	Tactics
  Steward*
  Vessel	(Ship’s	
  Boat)
  Vessel	(Starship)
  Zero-G/Low	
  Gravity	Adaptation
  	
  *	A	specialized	class	feat
  Ex-mERCHAnTS
  	
  If	a	character	is	no	longer	an	actively	working	Merchant	as	
  part	of	prior	history,	or	is	no	longer	a	working	crewmember	of	some	
  type	of	starship	(owner	or	not),	they	may	no	longer	raise	their	
  level	as	a	Merchant.	The	character	may	once	again	start	raising	
  their	Merchant	level	if	they	once	again	become	a	crewmember	
  aboard	a	working	starship.
  CHARACTER ClASS
  
  8
  5
  ClASSES  AnD lEVElS
  nAVy
  Service Class
  	
  The	Navy	and	the	various	system	defense	squadrons	require	
  educated,	intelligent	personnel	to	operate	technical	systems	and	
  weapons, or to fly and navigate the spacecraft and starships of 
  the	service.	Naval	service	is	very	prestigious.	Ex-Navy	characters	
  will	 have	 basic	 skills	 in	 routine	 shipboard	 tasks	 and	 vac	 suit	
  operations,	plus	the	skills	of	their	specialist	department.	This	is	
  most	 likely	 to	 be	 Engineering,	 Gunnery,	 Flight,	 or	 “Crew.”	The	
  latter are general personnel who fulfill many jobs aboard ships 
  and	at	installations.	Highly	educated	characters	or	those	from	a	
  good family are likely to be officers.
  	
  Characteristics:	 Naval	 personnel	 are	 generally	 intelligent	
  and well educated. Like the Army, the Navy instills a fierce pride 
  in	its	crews.	Many	ex-Navy	personnel	remain	on	the	“reserve”	list	
  ready	to	be	called	up	for	service.	Their	dress	uniform	will	come	
  out	 for	 formal	 occasions.	 Naval	 personnel	 know	 that	 they	 are	
  held	in	high	regard	as	defenders	of	the	stars.	Some	are	rather	
  contemptuous	of	the	Army.
  	
  Background:	 Naval	 personnel	 are	 drawn	 from	 high-tech	
  worlds.	They	are	usually	well	educated	and	should	be	reasonably	
  dexterous (for low-g maneuvering). Naval officers are often drawn 
  from	among	the	Nobility.	This	is	especially	true	of	ship	commanders	
  and flight branch officers. Others (gunnery and engineering, for 
  example)	are	likely	to	be	well-educated	commoners.	
   
  Adventuring:	 Naval	 personnel	 have	 excellent	 shipboard	
  skills,	and	may	also	have	contacts	in	the	service.	They	will	have	
  taken	 liberty	 in	 many	 ports	 across	 charted	 space,	 and	 should	
  have	a	decent	set	of	interpersonal	skills	too.	While	less	skilled	at	
  combat	that	Army	characters,	the	Navy	does	train	its	people	with	
  weapons	in	addition	to	their	technical	skill.
  TABlE: nAVy
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +0
  +2
  Starting	Feats	+	
  Bonus	Feat
  2nd
  +
  +0
  +0
  +3
  Bonus	Feat
  3rd
  +
  +
  +
  +3
  4th
  +2
  +
  +
  +4
  5th
  +2
  +
  +
  +4
  Bonus	Feat
  6th
  +3
  +2
  +2
  +5
  7th
  +3
  +2
  +2
  +5
  Bonus	Feat
  8th
  +4
  +2
  +2
  +6
  9th
  +4
  +3
  +3
  +6
  0th
  +5
  +3
  +3
  +7
  Bonus	Feat
  th	
  +5
  +3
  +3
  +7
  Bonus	Feat
  2th	
  +6/+
  +4
  +4
  +8
  3th	
  +6/+
  +4
  +4
  +8
  Bonus	Feat
  4th	
  +7/+2
  +4
  +4
  +9
  Bonus	Feat
  5th	
  +7/+2
  +5
  +5
  +9
  6th	
  +8/+3
  +5
  +5
  +0
  7th	
  +8/+3
  +5
  +5
  +0
  Bonus	Feat
  8th	
  +9/+4
  +6
  +6
  +
  9th	
  +9/+4
  +6
  +6
  +
  Bonus	Feat
  20th
  +0/+5
  +6
  +6
  +2
  gAmE RUlE InFORmATIOn
   
  Class Type:	Service
   
  Multiclass Restrictions:	Only	a	character	actively	working	
  in	the	Navy	prior	history	may	multiclass	into	the	Navy	class.
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	 Acquired	 as	 part	 of	 the	 mustering	 out	
  benefits after prior history.
  SERVICE SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Driving
  INT/DEX
  Forgery
  INT/DEX
  Forward	Observer
  INT
  Gambling
  INT
  Gather	Information
  CHA
  Gunnery
  WIS
  Leader
  INT/CHA
  Liaison
  CHA
  Navigation
  EDU
  Pilot
  INT/DEX
  P/Administration
  WIS
  Recruiting
  EDU
  Survival
  WIS
  Technical	(any)
  EDU
   
  Starting Skill Points: (6 + INT Modifier) x 4. If you are 
  taking	Navy	as	a	multiclass,	you	do	not	receive	these	starting	
  skill	points.		
   
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Navy:
  	
  Starting Feats:	 The	 Navy	 begins	 play	 with	 the	 following	
  feats:
  AP	(Light)
  AP	(Vac	Suit)
  WP	(Marksman)
  WP	(Laser)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	Naval	personnel	gain	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  AP	(Battle	Dress)
  Brawling
  Carousing
  Command	
  Presence*
  Technical	Cross	
  Training*
  Damage	Control*
  EW	Specialist
  Fleet	Tactics
  Gearhead
  Heavy	Metal
  Interrogation
  Jury	Rig
  Natural	Born	
  Leader
  Miracle	Worker
  Naval	Architect
  PMOS
  Ship’s	Tactics
  Vessel	(Starships)
  Vessel	(Ship’s	
  Boat)
  WP	(Ship’s	
  Weapons)
  WP	(Swordsman)
  *	A	specialized	class	feat
  Ex-nAVy pERSOnnEl
  	
  Navy	 personnel	 who	 muster-out,	 retire,	 are	 otherwise	
  released	from	the	service	and	not	actively	working	in	the	Navy	
  prior	history,	may	not	take	any	additional	levels	as	a	member	of	
  the	Navy	class,	though	they	retain	all	of	the	skills	and	feats	they	
  have	already	acquired.	This	rule	may	be	waived	if	the	Referee	
  intends	to	run	an	active	duty	campaign	with	characters	playing	
  military	personnel.
  CHARACTER ClASS
  
  82
  5
  ClASSES AnD lEVElS
  nOBlE
  Core Class
  	
  Nobles	 generally	 move	 in	 high-powered	 circles,	 meeting	
  rich,	powerful	or	well-respected	individuals	in	the	course	of	their	
  activities.	They	often	serve	as	diplomats	or	act	as	representatives	
  for interest groups. Many Nobles have a specific vocation, such 
  as Naval Officer or Diplomat, while others are freelance trouble-
  shooters	or	members	of	a	higher	noble’s	household	or	court.
   
  Characteristics:	 While	 some	 Nobles	 are	 rich	 playboys,	
  most	 are	 skilled	 and	 dedicated,	 either	 born	 into	 a	 tradition	 of	
  service	or	elevated	to	their	rank	in	recognition	of	their	past	deeds.	
  Either	 way,	 Nobles	 tend	 to	 be	 skilled	 at	 leading	 and	 directing	
  people	and	have	a	get-things-done	mentality.	The	vast	majority	
  of	nobles	would	be	very	reluctant	to	act	against	the	interests	of	
  the	government	or	the	people	it	represents.
   
  Background:	A	character	can	be	a	member	of	the	nobility	
  in	 two	 general	 ways.	They	 can	 be	 born	 into	 a	 noble	 family	 or	
  elevated	for	exceptional	service.	This	can	be	military	or	diplomatic	
  service or in recognition of scientific or artistic brilliance. Nobles 
  tend	to	be	well-educated	and	cultured	individuals,	or	are	expected	
  to	become	so	after	their	elevation.	
   
  Adventuring:	 Having	 a	 Noble	 in	 the	 party	 opens	 doors.	
  Red tape tends to vanish and officials are often more polite and 
  efficient than towards other characters. A Noble will tend to get 
  better	results	than	a	commoner	when	trying	to	take	charge	of	a	
  situation,	however	good	their	respective	ideas	may	be.	A	Noble’s	
  skills	are	primarily	in	leadership	and	diplomacy,	but	many	Nobles	
  develop proficiency with weapons – particularly the dueling sword 
  –	and	may	have	high	combat	skill	levels	due	to	a	previous	career,	
  for	example	in	the	Navy.
  TABlE: nOBlE
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +0
  +2
  Starting	Feats	+	
  Bonus	Feat
  2nd
  +
  +0
  +0
  +3
  Bonus	Feat
  3rd
  +
  +
  +
  +3
  4th
  +2
  +
  +
  +4
  5th
  +2
  +
  +
  +4
  Bonus	Feat
  6th
  +3
  +2
  +2
  +5
  7th
  +3
  +2
  +2
  +5
  Bonus	Feat
  8th
  +4
  +2
  +2
  +6
  9th
  +4
  +3
  +3
  +6
  0th
  +5
  +3
  +3
  +7
  Bonus	Feat
  th	
  +5
  +3
  +3
  +7
  Bonus	Feat
  2th	
  +6/+
  +4
  +4
  +8
  3th	
  +6/+
  +4
  +4
  +8
  Bonus	Feat
  4th	
  +7/+2
  +4
  +4
  +9
  Bonus	Feat
  5th	
  +7/+2
  +5
  +5
  +9
  6th	
  +8/+3
  +5
  +5
  +0
  7th	
  +8/+3
  +5
  +5
  +0
  Bonus	Feat
  8th	
  +9/+4
  +6
  +6
  +
  9th	
  +9/+4
  +6
  +6
  +
  Bonus	Feat
  20th
  +0/+5
  +6
  +6
  +2
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
   
  Multiclass Restrictions:	To	multiclass	into	the	Noble	class,	
  a	character	must	have	Social	Standing	6+
  	
  Abilities:	Social	Standing,	Education,	Intelligence
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr5000
  ClASS SKIllS
  Class Skill
  Key Ability
  Class Skill
  Key Ability
  Appraise
  INT
  Bluff
  SOC/CHA
  Bribery
  SOC/CHA
  Craft	(any)
  INT
  Entertain	(any)
  CHA
  Gather	
  Information
  CHA
  Innuendo
  WIS
  Intimidate
  SOC/CHA
  Knowledge	(any)
  EDU
  Leader
  INT	
  Liaison
  SOC/CHA
  Profession	
  (any*)
  WIS
  Read/Write	
  Language
  None
  Sense	Motive
  WIS
  Speak	Language
  None
  	
  *	As	appropriate	for	a	noble.
   
  Starting Skill Points: (6 + INT modifier) * 4. If you are taking 
  Noble	 as	 a	 multiclass,	 you	 do	 not	 receive	 these	 starting	 skill	
  points.
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Noble:
  	
  Starting Feats:	 The	 Noble	 begins	 play	 with	 the	 following	
  feats:
  AP	(Light)
  WP	(Swordsman)
  WP	(Marksman)
  	
  	
  Bonus Feat:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Noble	receives	a	bonus	feat	that	may	be	selected	
  from	 any	 of	 the	 open	 or	 combat	 related	 feats	 or	 from	 the	 list	
  below.
  Carousing
  Noble	Presence*
  Connections
  Fast	Talk
  Hobby
  Interrogation
  Iron	Will
  Legal	Eagle
  Natural	Born	
  Leader
  Noble	Indignance*
  Patronage*
  Trustworthy
  Trust	Fund*
  Vessel	(any)
  *A	specialized	class	feat
  CHARACTER ClASS
  
  83
  5
  ClASSES  AnD lEVElS
  pROFESSIOnAl
  Core Class
  	
  Professionals	are	individuals	whose	job	is	highly	skilled	and	
  technical	but	essentially	hands-on.	This	includes	many	engineers,	
  medical	professionals,	and	scientists.	Note	that	a	scientist	may	
  be	 either	 an	 Academic	 or	 a	 Professional	 depending	 on	 how	
  inclined to field work he or she is. Professionals are better able 
  to handle themselves in the field than Academics, but otherwise 
  have	similar	skills.
   
  Characteristics:	Professionals	are	usually	highly	intelligent	
  and	 well	 educated,	 with	 good	 technical	 skills	 rather	 than	
  academic ones. Used to working in the field, they are practical 
  individuals	who	are	likely	to	have	picked	up	good	interpersonal,	
  leadership,	and	even	some	combat	skills	while	working	in	frontier	
  environments.	They	are	more	interested	in	how	rather	than	why,	
  which	is	seen	as	the	Academics’	preserve.
   
  Background:	Professionals	are	well	trained	and/or	educated.	
  This	usually	requires	that	they	come	from	a	mid-tech	or	higher	
  background,	or	have	either	spent	some	time	in	the	services	or	
  attended	an	offworld	university.	Many	professional	engineers	or	
  field scientists started their career with a stint in a highly technical 
  service	such	as	the	Navy.
   
  Adventuring:	The	Professional	is	a	highly	useful	individual	
  in	a	high-tech	environment.	Professionals	may	include	starship	
  personnel,	engineers	of	various	sorts	and	medical	experts,	all	of	
  whom	can	be	highly	useful	in	an	adventuring	group.
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
   
  Multiclass Restrictions:	To	multiclass	into	the	Professional	
  class,	a	character	must	have	at	least	4	skill	ranks	in	at	least	one	
  Craft,	 Professional,	 or	 Technical	 skill,	 or	 4	 skill	 ranks	 in	 Pilot,	
  Navigation,	or	Driving	skill.
  	
  Abilities:	Education,	Intelligence
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr2500
  TABlE: pROFESSIOnAl
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +0
  +2
  Starting	Feats	+	Bonus	
  Feat
  2nd
  +0
  +0
  +0
  +3
  Bonus	Feat
  3rd
  +0
  +
  +
  +3
  4th
  +
  +
  +
  +4
  5th
  +
  +
  +
  +4
  Bonus	Feat
  6th
  +
  +2
  +2
  +5
  7th
  +
  +2
  +2
  +5
  Bonus	Feat
  8th
  +2
  +2
  +2
  +6
  9th
  +2
  +3
  +3
  +6
  0th
  +2
  +3
  +3
  +7
  Bonus	Feat
  th	
  +2
  +3
  +3
  +7
  Bonus	Feat
  2th	
  +3
  +4
  +4
  +8
  3th	
  +3
  +4
  +4
  +8
  Bonus	Feat
  4th	
  +3
  +4
  +4
  +9
  Bonus	Feat
  5th	
  +3
  +5
  +5
  +9
  6th	
  +4
  +5
  +5
  +0
  7th	
  +4
  +5
  +5
  +0
  Bonus	Feat
  8th	
  +4
  +6
  +6
  +
  9th	
  +4
  +6
  +6
  +
  Bonus	Feat
  20th
  +5
  +6
  +6
  +2
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Craft	(any)
  INT
  Driving
  DEX	
  Entertain	(any)
  CHA
  Gambling
  CHA
  Knowledge	(any)
  EDU
  Leader
  INT/CHA
  Liaison
  CHA
  Astrogation
  EDU
  Pilot
  INT/DEX
  Profession	(any)
  WIS
  Survival
  WIS
  Technical	(any)
  EDU
  Trader
  INT
  Speak	Language
  None
   
  Starting Skill Points: (7 + INT modifier) x 4. If you are taking 
  Professional	as	a	multiclass,	you	do	not	receive	these	starting	
  skill	points.
   
  Skill Points per Level: 7 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Professional:
  	
  Starting Feats: The	 Professional	 Starts	 play	 with	 the	
  following	feats:
  AP	(Light)
  Professional	Specialty
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Professional	gains	a	bonus	feat.	These	feats	may	
  be	chosen	from	the	list	below.	If	the	character	already	has	all	of	
  the	listed	feats,	they	may	select	any	other	feat	from	the	Feats	
  chapter that they are qualified for.
  Acrobatics
  Acting	Prodigy
  AP	(Vac	Suit)
  Athletic
  Barter
  Brawling
  Carousing
  Connections
  Credit	Line
  EW	Specialist
  Fast	Talk
  Gearhead
  Hacker
  Hobby
  Interrogation
  Jury	Rig
  Legal	Eagle
  Miracle	Worker
  Naval	Architect
  Professional	Skill	
  Focus*
  Professional	
  Specialty*
  Research
  Tracker	
  Trapping
  Trustworthy
  Vessel	(any	
  except	starship)
  Vessel	
  Specialization
  WP	(Swordsman)
  *A	specialized	class	feat
  CHARACTER ClASS
  
  84
  5
  ClASSES AnD lEVElS
  ROgUE
  Core Class
  	
  Rogues	vary,	from	out-and-out	criminals	to	those	who	live	by	
  their	wits	on	the	edge	of	the	law	or	like	to	take	an	unconventional,	
  indirect	approach	to	a	problem.	Some	are	conmen,	swindlers,	or	
  bank	raiders,	while	others	are	smugglers	and	thugs.	However,	
  many	 Rogues	 actually	 have	 quite	 legal	 occupations	 including	
  soldiers,	merchants,	bodyguards,	martial	artists,	and	even	certain	
  kinds	of	archaeologist.	
   
  Characteristics:	 Not	 all	 Rogues	 are	 criminals,	 and	 most	
  would	stop	short	of	murder	and	other	serious	crimes.	However,	
  most	are	willing	to	take	a	liberal	approach	to	laws	and	conventions.	
  It	is	wise	not	to	ask	the	ship’s	assistant	engineer	where	the	spares	
  came	 from,	 nor	 to	 inquire	 closely	 how	 those	 weapons	 permits	
  came	to	be	issued	so	quickly.	Rogues	exist	in	all	walks	of	life.	
  What	they	all	have	in	common	is	a	certain	streetwise	savvy	and	a	
  willingness	to	use	whatever	methods	seem	likely	to	get	a	result.	
  Some	Rogues	are	slimy	weasels,	some	are	thugs	and	bullies.	
  Others	are	charming	individuals	or	just	ordinary	people	who	are	
  willing	to	bend	the	rules	a	little.
   
  Background:	Anyone	can	be	a	Rogue.	Some	have	a	career,	
  such	as	starship	crew,	military	personnel,	or	even	scientist.	Others	
  weasel	 their	 way	 from	 one	 scam	 to	 another	 or	 make	 a	 shady	
  living	doing	whatever	pays	the	bills.	Violence	is	often	an	integral	
  part	of	the	Rogue’s	world,	and	combat	skills	tend	to	get	picked	up	
  along	the	way.
   
  Adventuring:	The	Rogue	is	the	classic	adventurer.	A	wide	
  range	of	skills	makes	the	character	highly	useful	to	any	group.	
  Stealth	 and	 interpersonal	 skills,	 coupled	 with	 some	 weapons	
  proficiency, makes the Rogue a go-anywhere, do-anything 
  individual.
  TABlE: ROgUE
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +2
  +0
  Starting Feats + 
  Bonus Feat
  2nd
  +
  +0
  +3
  +0
  Bonus	Feat
  3rd
  +2
  +
  +3
  +
  4th
  +3
  +
  +4
  +
  5th
  +3
  +
  +4
  +
  Bonus	Feat
  6th
  +4
  +2
  +5
  +2
  7th
  +5
  +2
  +5
  +2
  Bonus	Feat
  8th
  +6/+
  +2
  +6
  +2
  9th
  +6/+
  +3
  +6
  +3
  0th
  +7/+2
  +3
  +7
  +3
  Bonus	Feat
  th	
  +8/+3
  +3
  +7
  +3
  Bonus	Feat
  2th	
  +9/+4
  +4
  +8
  +4
  3th	
  +9/+4
  +4
  +8
  +4
  Bonus	Feat
  4th	
  +0+5
  +4
  +9
  +4
  Bonus	Feat
  5th	 +/+6/+
  +5
  +9
  +5
  6th	 +2/+7/+2
  +5
  +0
  +5
  7th	 +2/+7/+2
  +5
  +0
  +5
  Bonus	Feat
  8th	 +3/+8/+3
  +6
  +
  +6
  9th	 +4/+9/+4
  +6
  +
  +6
  Bonus	Feat
  20th +5/+0/+5
  +6
  +2
  +6
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
   
  Multiclass Restrictions:	To	multiclass	into	the	Rogue	class,	
  a	character	must	have	the	Connections/Underworld	feat.
  	
  Abilities:	Dexterity,	Intelligence
   
  Stamina: 1d8 + CON modifier per level
  	
  Starting Funds:	Cr2500
  ClASS SKIllS
  Class Skill
  Key Ability
  Class Skill
  Key Ability
  Appraise
  INT
  Bluff
  CHA/SOC
  Bribery
  CHA
  Disguise
  CHA
  Driving
  DEX
  Forgery
  INT/DEX
  Gambling
  INT
  Gather	
  Information
  CHA
  Hide
  DEX
  Innuendo
  WIS
  Intimidate
  CHA/SOC
  Listen
  WIS
  Move	Silently
  DEX*
  Search
  INT
  Sense	Motive
  WIS
  Spot
  WIS
  T/Mechanical	or	
  Electronics
  EDU
   
  Starting Skill Points: (4 + INT modifier) x 4. If you are taking 
  Rogue	 as	 a	 multiclass,	 you	 do	 not	 receive	 these	 starting	 skill	
  points.
   
  Skill Points per Level: 4 + INT modifier
   
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Rogue:
  	
  Starting Feats:	The	Rogue	begins	play	with	the	following	
  feats:
  AP	(Light)
  AP	(Medium)
  WP	(Swordsman)
  WP	(Marksman)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	 level	 the	 Rogue	 gains	 a	 bonus	 feat.	 These	 feats	 may	 be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  (pg. 00) that they are qualified for.
  Alertness
  Dumb	Luck	
  Brawling
  Carousing
  Fast	Talk
  Fence	Stolen	Goods	*
  Hacker
  Improved	Search	*
  Sixth	Sense
  Smuggling	*
  Spot	Trouble*
  Stealthy
  Toughness
  Tracker
  *A	specialized	class	feat
  CHARACTER ClASS
  
  85
  5
  ClASSES  AnD lEVElS
  SAIlORS
  Service Class
  	
  Most	worlds	maintain	some	form	of	armed	forces.	Of	these,	
  Ground	 Force	 Command	 is	 usually	 the	 largest	 in	 terms	 of	
  manpower.	Maritime	Force	Command	(the	‘wet	navy’)	is	generally	
  the	smallest	branch	of	the	Ground	Forces.	However,	wherever	
  there	are	bodies	of	water	it	is	necessary	to	police	and	secure	
  them,	and	in	some	cases	(such	as	water	worlds)	Maritime	Force	
  Command	can	be	very	large	indeed.
  	
  Members	of	the	wet	navy	are	termed	“Sailors.”
   
  Characteristics:	Military	personnel	are	trained	to	act	rather	
  than	 dither,	 though	 maritime	 personnel	 are	 generally	 cautious	
  and	measured	in	their	response	to	problems.	Technical	skills	are	
  very	important	in	the	maritime	environment.
   
  Background:	Sailors	are	smart	and	well	educated.	
   
  Adventuring:	 Military	 personnel	 are	 a	 great	 asset	 to	
  any	 adventuring	 group.	 Their	 training	 and	 weapons	 skills	 give	
  advantages in a fight, and sailors may have other useful skills 
  such	as	T/Electronics	or	Survival,	which	can	assist	a	group	in	
  reaching	its	goal.
  gAmE RUlE InFORmATIOn
  	
  Class Type: Service
  	
  Tech Level: High	(TL	9+),	Mid	(TL	4-8),	Low	(TL	-3)
   
  Multiclass Restrictions:	Only	a	character	actively	working	
  in	the	Sailor	prior	history	may	multiclass	into	the	Sailor	class.
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	 Acquired	 as	 part	 of	 the	 mustering	 out	
  benefits after prior history.
  SERVICE SKIllS
  High Tech/Mid-Tech Sailor
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Combat	Engineering
  INT
  Demolitions
  DEX
  Driving
  DEX
  Forward	Observer
  INT
  Gambling
  INT
  Gather	Information
  CHA
  Gunnery
  WIS
  Leader
  INT/CHA
  Liaison
  CHA
  Navigation
  EDU
  P/Administration
  WIS
  Pilot
  INT/DEX
  Recruiting
  EDU
  Sense	Motive
  WIS
  Spot
  WIS
  Survival
  WIS
  Swim	
  (STR)
  Technical	(any*)
  EDU
  *		High-Tech:	Communications,	Computer,	Electronics,	Gravitics,	
  Mechanical,	Medical,	or	Sensors.	Mid-Tech:	Mechanical	only.
  Low-Tech Sailor
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA
  Gambling
  INT
  Gather	Information
  CHA
  Handle	Animal
  CHA
  Leader
  INT/CHA
  Liaison
  CHA
  Navigation
  EDU	
  Recruiting
  EDU
  Spot
  WIS
  Survival
  WIS
   
  Starting Skill Points: (6 + INT Modifier) x 4. If you are 
  taking	Sailor	as	a	multiclass,	you	do	not	receive	these	starting	
  skill	points.		
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Sailors:
  	
  Starting Feats:	 The	 Sailor	 begins	 play	 with	 the	 following	
  feats:
  Low Tech
  Mid Tech
  High Tech
  V	(Watercraft)
  V	(Watercraft)
  V	(Watercraft)
  WP	(Black	Powder)
  WP	(Marksman)	
  WP	(Marksman)
  WP	(Swordsman)
  WP (Cbt Rifleman) WP (Cbt Rifleman)
  AP	(Light)
  AP	(Light)	
  AP	(Light)
  AP	(Medium)
  AP	(Vac	Suit)
  	
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	Sailor	personnel	gain	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Low Tech
  Mid Tech
  High Tech
  Able	Seaman*
  Able	Seaman*
  AP	(Battledress)
  Brawling	
  AP	(Vac	Suit)
  Brawling
  Cmd	Presence*
  Brawling
  Cmd	Presence*
  Maritime	Tactics*
  Command	Presence* Heavy	Metal
  Mounted	Combat
  Heavy	Metal
  Maritime	Tactics*
  PMOS
  Maritime	Tactics*
  PMOS
  Sea	Dog*
  PMOS
  Sea	Dog*
  Shield Proficiency
  Sea	Dog*
  Shiphandling*
  Shiphandling*
  Shiphandling*
  V	(Aircraft)
  Trample
  V	(Aircraft)
  V	(Grav)
  V	(Ground)
  V	(Ground)
  WP	(Hvy	Weapons)
  WP	(Hvy	Weapons)
  WP	(Lasers)
  WP	(Lasers)
  WP	(Vehicular)
  WP	(vehicular)
  *	A	specialized	class	feat
  TABlE: SAIlOR
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +
  +
  +0
  Starting	Feats	+	
  Bonus	Feat
  2nd
  +
  +2
  +2
  +0
  Bonus	Feat
  3rd
  +
  +2
  +2
  +
  4th
  +2
  +2
  +2
  +
  5th
  +2
  +3
  +3
  +
  Bonus	Feat
  6th
  +3
  +3
  +3
  +2
  7th
  +3
  +4
  +4
  +2
  Bonus	Feat
  8th
  +4
  +4
  +4
  +2
  9th
  +4
  +4
  +4
  +3
  0th
  +5
  +5
  +5
  +3
  Bonus	Feat
  th	
  +5
  +5
  +5
  +3
  Bonus	Feat
  2th	
  +6/+
  +6
  +6
  +4
  3th	
  +6/+
  +6
  +6
  +4
  Bonus	Feat
  4th	
  +7/+2
  +6
  +6
  +4
  Bonus	Feat
  5th	
  +7/+2
  +7
  +7
  +5
  6th	
  +8/+3
  +7
  +7
  +5
  7th	
  +8/+3
  +8
  +8
  +5
  Bonus	Feat
  8th	
  +9/+4
  +8
  +8
  +6
  9th	
  +9/+4
  +8
  +8
  +6
  Bonus	Feat
  20th
  +0/+5
  +9
  +9
  +6
  Ex-SAIlORS
  	
  Sailors	who	muster-out,	retire,	are	otherwise	released	from	
  the	service	and	not	actively	working	in	the	Sailor	prior	history,	may	
  not	take	any	additional	levels	as	a	member	of	the	Sailor	class,	
  though	they	retain	all	of	the	skills	and	feats	they	have	already	
  acquired.	This	rule	may	be	waived	if	the	Referee	intends	to	run	an	
  active	duty	campaign	with	characters	playing	military	personnel.	
  CHARACTER ClASS
  
  86
  5
  ClASSES AnD lEVElS
  SCOUTS
  Service Class
  	
  The	Interstellar	Scout	Service	is	an	excellent	place	to	gain	
  experience	as	an	adventurer.	The	Scouts	train	their	personnel	in	a	
  wide	range	of	skills	ranging	from	starship	operations	to	planetary	
  survival.	 Most	 personnel	 will	 have	 served	 in	 Communications,	
  Survey,	or	Exploration	and	will	have	specialist	skills	to	match	the	
  office they served in.
  	
  Characteristics:	 Scouts	 are	 resourceful	 generalists	 used	
  to	having	a	great	deal	of	personal	latitude	in	order	to	complete	
  their	 mission.	 They	 are	 trained	 to	 operate	 in	 a	 wide	 range	 of	
  environments	and	to	deal	with	almost	anyone	from	any	part	of	
  charted	space.	They	are	highly	motivated	problem-solvers	with	a	
  cosmopolitan	outlook.
   
  Background:	The	 Scouts	 recruit	 people	 from	 all	 walks	 of	
  life.	 Whatever	 background	 they	 have	 will	 be	 broadened	 and	
  deepened	by	training	and	experience.	The	only	real	requirements	
  are	intelligence	and	integrity.
   
  Adventuring:	Scouts	are	excellent	adventurers	with	a	broad	
  range	of	skills.	They	are	also	a	source	of	adventure	leads,	as	they	
  can	be	brought	back	into	service	at	any	time.	
  TABlE: SCOUT
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +
  +
  Starting	Feats	+	
  Bonus	Feat
  2nd
  +
  +0
  +2
  +2
  Bonus	Feat
  3rd
  +2
  +
  +2
  +2
  4th
  +3
  +
  +2
  +2
  5th
  +3
  +
  +3
  +3
  Bonus	Feat
  6th
  +4
  +2
  +3
  +3
  7th
  +5
  +2
  +4
  +4
  Bonus	Feat
  8th
  +6/+
  +2
  +4
  +4
  9th
  +6/+
  +3
  +4
  +4
  0th
  +7/+2
  +3
  +5
  +5
  Bonus	Feat
  th	
  +8/+3
  +3
  +5
  +5
  Bonus	Feat
  2th	
  +9/+4
  +4
  +6
  +6
  3th	
  +9/+4
  +4
  +6
  +6
  Bonus	Feat
  4th	
  +0+5
  +4
  +6
  +6
  Bonus	Feat
  5th	 +/+6/+
  +5
  +7
  +7
  6th	 +2/+7/+2
  +5
  +7
  +7
  7th	 +2/+7/+2
  +5
  +8
  +8
  Bonus	Feat
  8th	 +3/+8/+3
  +6
  +8
  +8
  9th	 +4/+9/+4
  +6
  +8
  +8
  Bonus	Feat
  20th +5/+0/+5
  +6
  +9
  +9
  gAmE RUlE InFORmATIOn
   
  Class Type: Service
   
  Initial Requirements:	 The	 character	 must	 come	 form	 a	
  world	 with	 some	 form	 of	 interstellar	 or	 spacefaring	 capability.	
  Intelligence	0+	and	Dexterity	8+	are	also	required.	Once	you	
  have finished creating a Scout character you are obligated to 
  spend	at	least	one	term	(4	years)	serving	in	the	Scout	prior	history	
  (see	Prior	History).	You	may	choose	to	defer	the	enlistment	term	
  and attend University first if desired (see Higher Education).
   
  Multiclass Restrictions:	Only	a	character	actively	working	
  in	the	Scout	prior	history	may	multiclass	into	the	scouts	class.
  	
  Abilities:	Education,	Dexterity
   
  Stamina: 1d8 + CON modifier per level
  	
  Starting Funds:	 Acquired	 as	 part	 of	 the	 mustering	 out	
  benefits after prior history.
  SERVICE SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Bribery
  INT
  Driving
  DEX
  Forgery
  INT/DEX
  Gambling
  INT
  Gather	Information
  CHA
  Gunnery
  WIS
  Leader
  INT/CHA
  Liaison
  CHA
  Navigation
  EDU
  P/Administration
  WIS
  P/Survey
  WIS
  Pilot
  INT/DEX
  Ride
  DEX
  Spot
  WIS
  Survival
  WIS
  Technical	(any)
  EDU
  Trader
  INT
   
  Starting Skill Points: (4 + INT Modifier) x 4. If you are taking 
  Scouts	 as	 a	 multiclass,	 you	 do	 not	 receive	 these	 starting	 skill	
  points.		
   
  Skill Points per Level: 4 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Scout:
  	
  Starting Feats:	 The	 Scout	 begins	 play	 with	 the	 following	
  feats:
  AP	(Vac	Suit)
  AP	(Light)
  WP	(Marksman)
  	
  Bonus Feats:	At	 st,	 2nd,	 5th,	 7th,	 0th,	 th,	 3th,	 4th,	 7th	
  and	9th	level	the	Scout	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Barter
  Brawling
  Carousing
  Contact	Specialist*
  EW	Specialist
  Hacker
  Gearhead
  Geological	Survey
  Imp	Zero-G/
  Low	Gravity	
  Adaptation
  Jack	of	all	Trades*
  Naval	Architecture
  Negotiator*
  Obscure	
  Knowledge*
  PMOS
  Ship’s	Tactics
  Vessel	(Starships)
  Vessel	(Ship’s	Boat)
  Vessel	(Grav)
  Vessel	(Water)
  Vessel	(Ground)
  WP	(Lasers)
  WP	(Ship’s	
  Weapons)
  Xeno-Medicine
  Zero-G	Combat	
  Zero-G/Low	Gravity	
  Adaptation
  *	A	specialized	class	feat
  	
  Ex-SCOUT pERSOnnEl
  	
  There	is	really	no	such	thing	as	a	retired	Scout.	All	Scouts	
  who	“retire”	or	muster-out	from	the	Scout	Service	are	placed	on	
  inactive	reserve	status	(usually	known	as	“Detached	Duty,”	though	
  some	Scouts	are	detached	for	other	reasons	than	retirement)	and	
  subject	to	recall	and	activation	at	any	time	for	any	duration	and	
  for	any	purpose	the	Scout	Service	deems	necessary.	Because	of	
  this,	unlike	other	services	(Army,	Navy,	and	Marines),	Scouts	may	
  continue	to	earn	additional	levels	as	a	Scout	even	when	not	on	
  active-duty.
  CHARACTER ClASS
  
  87
  5
  ClASSES  AnD lEVElS
  TRAVEllER
  Core Class
  The	Traveller	is	someone	who	makes	his	or	her	living	away	
  from	home.	Travellers	need	a	balance	of	abilities	–	specialist	career	
  skills and enabling skills in the interpersonal or combat fields, to 
  allow	them	to	get	the	job	done	without	interference.	Travellers	
  may	be	starship	crew,	corporate	employees,	particularly	rugged	
  field scientists, or freelancers such as engineers or journalists.
   
  Characteristics:	 Usually	 a	 Traveller	 has	 a	 job	 that	
  takes	 them	 out	 into	 the	 wider	 universe.	 Travellers	 tend	 to	 be	
  resourceful	individuals	who	have	met	and	survived	many	unusual	
  situations.	Their	other	characteristics	are	usually	dictated	by	their	
  profession.	
   
  Background:	Anyone	can	be	a	Traveller.	Most	are	from	mid-
  tech	or	higher	worlds,	and	tend	to	have	a	prior	history	in	one	of	the	
  services.	Many	members	of	the	Scout	Service	are	Travellers.
   
  Adventuring:	The	Traveller	is	another	excellent	adventurer	
  class.	Travellers	have	a	wide	range	of	skills	and	aptitudes	and	
  can	tackle	many	situations.
  gAmE RUlE InFORmATIOn
   
  Class Type:	Core
   
  Initial Requirements:	Any	starting	character	may	become	a	
  Traveller.
   
  Multiclass Restrictions:	None.
  	
  Abilities:	Education,	Intelligence,	Dexterity
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr5000
  TABlE: TRAVEllER
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +
  +
  Starting	Feats	+	
  Bonus	Feat
  2nd
  +
  +0
  +2
  +2
  Bonus	Feat
  3rd
  +
  +
  +2
  +2
  4th
  +2
  +
  +2
  +2
  5th
  +2
  +
  +3
  +3
  Bonus	Feat
  6th
  +3
  +2
  +3
  +3
  7th
  +3
  +2
  +4
  +4
  Bonus	Feat
  8th
  +4
  +2
  +4
  +4
  9th
  +4
  +3
  +4
  +4
  0th
  +5
  +3
  +5
  +5
  Bonus	Feat
  th	
  +5
  +3
  +5
  +5
  Bonus	Feat
  2th	
  +6/+
  +4
  +6
  +6
  3th	
  +6/+
  +4
  +6
  +6
  Bonus	Feat
  4th	
  +7/+2
  +4
  +6
  +6
  Bonus	Feat
  5th	
  +7/+2
  +5
  +7
  +7
  6th	
  +8/+3
  +5
  +7
  +7
  7th	
  +8/+3
  +5
  +8
  +8
  Bonus	Feat
  8th	
  +9/+4
  +6
  +8
  +8
  9th	
  +9/+4
  +6
  +8
  +8
  Bonus	Feat
  20th
  +0/+5
  +6
  +9
  +9
  ClASS SKIllS
  Class Skill
  Key Ability
  Class Skill
  Key 
  Ability
  Bribery
  CHA/SOC
  Craft
  INT
  Driving
  DEX
  Entertain
  CHA
  Gambling
  INT
  Gather	Information
  CHA
  Gunnery
  WIS
  Innuendo
  WIS
  Knowledge	(any)
  EDU
  Leader
  INT
  Liaison
  CHA/SOC
  Navigation
  EDU
  Pilot
  INT/DEX
  Profession
  WIS
  Read/Write	
  Language
  None
  Speak	Language
  None
  Technical	(any)
  EDU
  Trader
  INT
  Use	Alien	
  Devices*
  WIS
  *	Exclusive	Skill
   
  Starting Skill Points: (6 + INT modifier) x 4. If you are taking 
  Traveller	as	a	multiclass,	you	do	not	receive	these	starting	skill	
  points.
   
  Skill Points per Level: 6 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Traveller:
  	
  Starting Feats:	The	Traveller	begins	play	with	the	following	
  feats:
  AP	(Light)
  AP	(Medium)
  WP	(Marksman)
  	
  Bonus Feats:	At	st,	2nd,	5th,	7th,	0th,	th,	3th,	4th,	7th	and	
  9th	level	the	Traveller	gains	a	bonus	feat.	These	feats	may	be	
  chosen	from	the	list	below.	If	the	character	already	has	all	of	the	
  listed	feats,	they	may	select	any	other	feat	from	the	Feats	chapter	
  that they are qualified for.
  Alertness
  Brawling
  Carousing
  EW	Specialist
  Fast	Talk
  Gearhead
  Hacker
  Hobby
  Improved	Zero-
  G/Low	Gravity	
  Adaptation
  Jack	of	all	Trades*
  Jury	Rig
  Linguist*
  Miracle	Worker
  Obscure	
  Knowledge*
  Ship	Tactics
  Sixth	Sense
  Tactics	I*
  Toughness
  Trustworthy
  Vessel	(any)
  Weapon	(Ship’s	
  Weapons)
  Well	Connected*
  Xeno-Empathy
  Zero-G/Low	
  Gravity	Adaptation
  	
  CHARACTER ClASS
  
  88
  5
  ClASSES AnD lEVElS
  pRESTIgE ClASSES
  ACE pIlOT
  Prestige Class
  	
  Some	pilots	are	just	plain	special,	with	skills	far	beyond	the	
  ordinary. Some are smugglers, some naval fighter pilots, others 
  serve	in	the	Scout	Service	or	do	amazing	things	with	a	humble	
  Free	Trader	starship.	
  	
  Characteristics: Ace Pilots are usually arrogantly confident 
  and	 just	 can’t	 do	 something	 the	 safe	 and	 easy	 way	 if	 there’s	
  a flashier option. Most have dangerous hobbies like racing 
  performance	grav	bikes.	The	typical	Ace	is	obsessed	with	pushing	
  the	limits	of	his	abilities	and	his	craft,	and	is	often	insubordinate	
  when	given	orders.	
  	
  Background:	 Ace	 Pilots	 can	 gain	 their	 basic	 skills	 in	 a	
  variety	of	services	and	careers.	Anywhere	that	a	character	can	
  find a suitable vehicle, he can become an Ace Pilot. Thus they 
  can	be	found	among	Army	grav	tank	pilots,	Marine	assault	pilots	
  or	even	commercial	shuttle	crewmembers.
  	
  Adventuring:	An	Ace	Pilot	can	do	things	with	a	vehicle	or	
  starship	that	almost	defy	belief.	They	can	land	where	a	lesser	
  pilot	 would	 simply	 crash,	 evade	 pursuit	 or	 give	 the	 captain	 an	
  edge	in	space	combat.	It	the	team	has	a	vehicle,	an	Ace	Pilot	can	
  get	the	most	out	of	it.	
  gAmE RUlE InFORmATIOn
   
  Requirements:	To	become	an	Ace	Pilot,	a	character	must	
  meet	the	following	requirements:
   
  Skills:	Pilot	8+
   
  Feats:	Ship	Tactics,	and	Vessel/Starship,	Vessel/Small	Craft,	
  Vessel/Grav,	or	Vessel/Aircraft.	
  	
  Stamina Dice: d8 + CON modifier per level.
  TABlE: ACE pIlOT
  Base
  Base
  Base
  Base
  Attack
  Fort
  Ref
  Will
  Bonus
  Save
  Save
  Save
  Special
  st
  +0
  +0
  +2
  +0
  Vessel	
  Specialization
  2nd
  +
  +0
  +3
  +0
  Personal	Vessel
  3rd
  +
  +
  +3
  +
  Unpredictable	
  Maneuvers
  4th
  +2
  +
  +4
  +
  Vessel/Starship,	
  Vessel/Small	
  Craft	or	Vessel/
  Aircraft
  5th
  +2
  +
  +4
  +
  Vessel	
  Specialization
  6th
  +3
  +2
  +5
  +2
  Personal	Vessel
  7th
  +3
  +2
  +5
  +2
  Ace	Evasion
  8th
  +4
  +2
  +6
  +2
  Vessel/Starship,	
  Vessel/Small	
  Craft	or	Vessel/
  Aircraft
  9th
  +4
  +3
  +6
  +3
  Vessel	
  Specialization
  0th
  +5
  +3
  +7
  +3
  Personal	Vessel
  ClASS SKIllS
  The	following	are	the	class	skills	available	to	an	Ace	Pilot:
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Driving
  DEX
  Gambling
  INT	
  Gather	Information
  CHA
  Gunnery
  WIS
  Knowledge	(*)
  EDU
  Leader
  INT/CHA
  Pilot
  INT/DEX
  Recruiting
  EDU
  Spot
  WIS
  Survival
  WIS
  T/Communications
  EDU
  T/Computer
  EDU
  T/Electronics
  EDU	
  T/Mechanical
  DEX
  	
  Skill Points at Each Additional Level: 2 + INT modifier
  	
  *	Relevant	to	vehicles,	piloting	etc.
  ClASS FEATURES
  	
  All	of	the	following	are	class	features	of	
  the	Ace	Pilot:
  	
  Ace Evasion: Once	 per	 round,	 if	 the	
  vehicle an Ace is flying is hit for damage, he 
  may	make	a	Pilot	skill	check	(DC	equal	the	
  attack	 roll	 made	 to	 hit).	 If	 successful,	
  the	Ace	has	managed	to	evade	the	
  attack	 and	 the	 vehicle	 takes	 no	
  damage.
  	
  Personal 
  Vessel:	
  The	
  character	 has	 chosen	 and	 in	 a	
  sense, bonded with, a specific 
  vehicle. When flying this specific 
  vessel	 the	 character	 may	 add	
  +4	 to	 all	 piloting	 and	 gunnery	
  skill	 checks.	 A	 character	 may	
  only select one specific vessel 
  per	vehicle	type	(Starship,	Small	
  Craft,	 or	 Aircraft).	 A	 character	
  may	select	a	new	vessel	as	their	
  personal	vessel	at	any	time,	but	the	
  character	 has	 only	 a	 +2	 bonus	 with	
  either vessel for the first year as 
  they	become	accustomed	to	the	new	
  vessel	and	its	idiosyncrasies.	After	
  a	 year	 of	 transition	 the	 character	
  will	 enjoy	 the	 full	 +4	 bonus	 when	
  piloting	the	newly	selected	vessel,	
  and	lose	all	bonuses	when	piloting	
  the	former	vessel.
  	
  Unpredictable 
  Maneuvers:	
  When an Ace Pilot is flying a craft, 
  and	makes	any	maneuver	that	is	
  a	Move	action,	they	may	add	+2	
  to	 the	 AC	 (not	 AR)	 of	 the	 vessel	
  a g a i n s t	
  incoming	computer	(non-gunner)	controlled	attacks.
  	
  Vessel Specialization:	The	character	is	extremely	familiar	
  with	a	given	general	class	of	ship	or	craft,	such	as	200-ton	Free	
  Traders, 100-ton Scout Ships, or 50-ton Fighters. When flying a 
  vessel	of	this	type	the	character	may	add	+2	to	all	piloting	and	
  gunnery	skill	checks.
  	
  Vessel/Starship, Vessel/Small Craft, or Vessel/Aircraft:	
  The	character	may	select	any	of	these	three	feats	that	they	do	
  not	 already	 have.	 If	 the	 character	 already	 has	 all	 three	 feats,	
  they	may	select	any	feat	from	the	general	Feats	list	that	they	are	
  qualified for.
  
  89
  5
  ClASSES  AnD lEVElS
  AnCIEnTS HUnTER
  Prestige Class
  	
  The	 Ancients	 Hunter	 is	 a	 rogue	 scientist	 determined	 to	
  unravel	 the	 mysteries	 of	 the	Ancients	 (or	 some	 other	 enigma)	
  despite	 the	 fact	 that	 the	 truth	 has	 eluded	 large,	 well-funded	
  government	investigation	teams	for	centuries.	Ancients	Hunters	
  tend	to	collect	snippets	of	knowledge,	and	know	a	fair	amount	
  about	a	great	many	different	subjects,	though	they	rarely	have	
  the	deep	specialist	knowledge	of	the	true	academic.
   
  Ancients hunters are usually “field” workers, often using 
  distinctly unscientific methods to drive directly to their goals. They 
  often have little regard for the niceties of scientific principle or 
  archaeological	technique	when	conducting	a	dig	at	a	suspected	
  Ancients	site.	Generally	dismissed	and	often	despised)	as	cranks	
  by the rest of the scientific community, Ancients Hunters return 
  the	contempt	of	their	“peers.”
  	
  Characteristics:  Like	the	Academic,	the	Ancients	Hunter	
  is	skilled	at	and	interested	in	gaining	knowledge,	but	most	have	
  at least some idea how to handle “field” situations. Others just 
  employ people to handle the rough stuff. It is difficult to characterize 
  such	a	varied	group.	What	they	all	do	have	in	common	is	the	
  ability	to	draw	amazing	(and,	usually,	wildly	wrong)	conclusions	
  from	seemingly	(and	often	truly)	unrelated	pieces	of	information,	
  and	an	inquisitive	nature	that	extends	to	wanting	to	know	how	
  everything	around	them	works,	what’s	behind	every	hill	and	wall,	
  and how it all fits together. 
  	
  Background:	 Ancients	 Hunters	 come	 from	 a	 range	 of	
  backgrounds,	 from	 academic	 to	 military.	 Their	 background	 not	
  only	determines	what	extra	skills	they	bring	to	the	job,	but	also	
  their	approach.	Most	have	a	middling	to	good	education	and	a	
  high	intelligence,	but	this	is	not	a	hard	and	fast	rule.	There	are	
  some	real	idiots	out	there,	bulldozing	their	way	around	the	galaxy	
  looking	 for	 the	 answers	 to	 the	 great	 mystery	 after	 seeing	 an	
  Ancients	site	on	the	news.
  		
  Adventuring: Searching for the Ancients is by definition an 
  adventure,	 and	 of	 course	 the	 hunter	 must	 pay	 his	 or	 her	 way,	
  perhaps	by	undertaking	other	adventures.	Ancients	Hunters	can	
  be	relied	upon	to	get	themselves	into	trouble	as	they	pursue	the	
  answers.	
  gAmE RUlE InFORmATIOn
   
  Class Type:	Prestige	Class	
   
  Requirements:	To	become	an	Ancients	Hunter,	a	character	
  must	possess	the	following	skills	and	feats:
  	
  Skills:	 Rank	 5+	 in	 K/Ancients,	 Rank	 5+	 in	 Gather	
  Information
  	
  Feats: Research/Ancients
   
  Multiclass Restrictions:	An	Ancients	Hunter	may	multiclass	
  freely
  	
  Abilities:	Education,	Intelligence
   
  Stamina: 1d6 + CON modifier per level
  	
  Starting Funds:	Cr500
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Ancients	Lore*
  EDU
  Decipher	Script*
  INT
  Gather	Information
  CHA
  Intuit	Direction
  WIS
  Knowledge	(any)
  EDU
  Navigation
  EDU
  P/Prospecting
  WIS
  P/Survey
  WIS
  Read/Write	Language
  None
  Speak	Language
  None
  Technical	(any)
  EDU
  Use	Alien	Devices*
  WIS
  	
  *	Exclusive	Skill
   
  Skill Points per Level: 6 + INT modifier
  TABlE: AnCIEnTS HUnTER
  BASE
  BASE
  BASE
  BASE
  ATTACK
  FORT
  REFLEX
  WILL
  BONUS
  BONUS
  BONUS
  BONUS SPECIAL
  st
  +0
  +0
  +0
  +2
  Fixation
  2nd
  +0
  +0
  +0
  +3
  Mental	Agility	I
  3rd
  +0
  +
  +
  +3
  Enhanced	Search	I,	
  Wacky	Theory	I
  4th
  +
  +
  +
  +4
  Gut	Feeling	I
  5th
  +
  +
  +
  +4
  Mental	Agility	II
  6th
  +
  +2
  +2
  +5
  Enhanced	Search	II
  7th
  +
  +2
  +2
  +5
  Device	Aptitude	I,	
  Wacky	Theory	II
  8th
  +2
  +2
  +2
  +6
  Gut	Feeling	II
  9th
  +2
  +3
  +3
  +6
  Mental	Agility	III
  0th
  +2
  +3
  +3
  +7
  Device	Aptitude	II,	
  Wacky	Theory	III
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Ancients	Hunter:
  	
  Fixation: The	 Ancients	 Hunter	 becomes	 obsessed	 with	
  finding out the truth about the Ancients and their civilization. He is 
  not	easily	diverted	from	this	goal,	and	will	sometimes	be	tempted	
  beyond	reason	by	rumors	or	hints	about	an	Ancients	device	or	
  treasure.	The	character	must	make	a	Will	save	at	DC	5	if	he	
  wishes	to	undertake	an	action	if	there	is	an	alternative	that	will	
  lead	to	more	clues	or	an	actual	site	or	device.	He	gains	a	bonus	
  of	2	to	resist	attempts	to	dissuade	him	from	undertaking	an	action	
  that	will	lead	him	closer.	This	bonus/penalty	applies	to	interactions	
  too.	For	example,	a	character	offered	an	Ancients	device	at	an	
  outrageous	price	will	feel	that	he	must	buy	it	or	otherwise	obtain	
  it	unless	he	makes	the	penalized	Will	save.	This	feature	can	get	
  Ancients	Hunters	into	real	trouble.	
  	
  Mental	Agility:	The	character	has	the	ability	to	pull	together	
  random	pieces	of	information	and	draw	conclusions	from	them.	
  This	trait	does	not	only	apply	to	Ancients	lore,	but	may	be	used	in	
  any	mystery	situation.	The	Ancients	Hunter	can	use	this	trait	once	
  per	game	month	to	guess	the	answer	to	any	mystery	about	which	
  he	has	at	least	some	clues.	The	player	may	ask	the	Referee	a	
  specific question, such as “Who is behind these pirate attacks?” or 
  “Which world is the best possibility for an Ancients site within five 
  parsecs?” or even “Is there some way I could get out of this cell?” 
  and will receive a fairly specific answer. The random cascade of 
  information	does	not	lead	to	a	reliable	conclusion	every	time.	The	
  Referee	should	secretly	determine	the	truth	of	his	or	her	answer,	
  and	 give	 an	 equally	 detailed	 response	 either	 way.	A	 character	
  with	Mental	Agility	I	will	be	wrong	75%	of	the	time.	Mental	Agility	II	
  allows	a	50%	chance	of	a	correct	answer.	Mental	Agility	III	gives	a	
  75%	chance	of	a	correct	answer.	There	is	no	real	need	to	explain	
  the	character’s	reasoning,	since	it	would	be	incomprehensible	to	
  most	 normal	 people.	The	 Referee	 should	 make	 up	 an	 answer	
  in	the	event	of	a	wrongly-drawn	conclusion,	and	even	a	correct	
  conclusion	may	not	be	much	actual	use.	Ancients	Hunters	spend	
  a	lot	of	time	chasing	wild	hunches.
  	
  Enhanced Search: The	Ancients	 Hunter	 has	 developed	 a	
  knack for finding Ancients sites and artifacts. With Enhanced 
  Search	I,	he	gains	a	+2	bonus	to	any	Survey,	Sensors,	or	similar	
  skills	used	to	physically	locate	an	Ancients	site,	and	to	Search	or	
  Spot rolls to find artifacts or features within the site. Enhanced 
  Search	II	gives	a	+5	bonus	to	these	skills.	
  	
  Wacky Theory: The	 Ancients	 Hunter	 has	 come	 up	 with	
  a	 borderline-plausible	 theory	 that	 explains	 some	 aspect	 of	 the	
  Ancients	and	relates	them	to	some	facet	of	science	or	modern	
  society.	This	theory	is	virtually	impossible	to	prove,	but	will	gain	
  
  90
  5
  ClASSES AnD lEVElS
  the character a little air time in the media and maybe a scientific 
  paper	if	she	makes	it	public.	Doing	so	attracts	the	derision	of	the	
  scientific community, who will publicly snub the theorist, but the 
  theory	will	gain	a	few	devotees	(mainly	cranks	and	fellow	Ancients	
  Hunters)	even	after	it	is	discredited.	The	chance	that	the	theory	
  is actually correct is of course infinitesimally small. This does not 
  prevent	the	hunter	from	going	on	to	create	new	theories	as	she	
  learns	more	about	the	Ancients.
  	
  Gut Feeling: Maybe	the	Ancients	Hunter	has	been	exposed	
  to	one	Ancients	device	too	many,	or	maybe	he	has	just	developed	
  a	 small	 degree	 of	 instinctive	 understanding	 of	 the	 way	 the	
  Ancients	 (who	 were	 psionically	 adept)	 think.	 Whichever,	 the	
  character	has	gained	a	“sense”	about	psionic	phenomena.	The	
  talent	is	erratic,	and	the	character	will	not	gain	psionic	abilities	
  from	having	it.	Whenever	the	character	is	in	the	presence	of	a	
  psionics-using	individual	or	a	psionically-linked	device	(other	than	
  mechanical	ones	like	shield	helmets,	he	may	gain	a	feeling	that	
  there	is	“something	special”	about	it.	Make	a	Wisdom	check	at	
  DC	 5	 to	 sense	 this.	The	 talent	 also	 extends	 to	 places	 where	
  powerful	 psionic	 talents	 or	 devices	 were	 used,	 and	 in	 addition	
  gives	a	+2	bonus	to	all	saves	and	other	attempts	to	resist	psionic	
  manipulation	or	assault,	whether	the	character	senses	them	or	
  not.
  	
  Device	Aptitude:	The	hunter	is	attuned	to	Ancients	devices	
  and has an increased chance to operate them or figure them out, 
  or	at	least	to	avoid	breaking	them.	Device	Aptitude	I	gives	and	a	
  +2	bonus	to	all	saves	to	avoid	injury	from	mis-operated	Ancients	
  devices,	and	allows	the	character	to	make	a	Wisdom	check	at	
  DC	20	any	time	she	does	something	that	will	damage	a	device	
  or	otherwise	cause	an	unexpected	and	detrimental	result.	If	the	
  check is successful, the character flinches away in time with a 
  profound	feeling	that	she	should	NOT	DO	THAT!	Aptitude	II	gives	
  a +2 bonus to all attempts to figure out Ancients devices and 
  reduces	the	Wisdom	check	DC	to	5.	
  Special Skills
   
  Decipher Script and Use Alien Devices are	standard	T20	
  skills,	 useable	 only	 by	 certain	 classes	 (including	 the	 Ancients	
  Hunter).
   
  Ancients Lore:	Ancients	Lore	is	a	special	skill,	available	only	
  to	Hunters.	It	is	very	expensive	to	learn,	at	5	skill	points	per	rank,	
  and	 differs	 from	 K/Ancients	 in	 one	 important	 way.	 K/Ancients	
  represents	 the	 body	 of	 conventional	 knowledge	 possessed	 by	
  Human	scientists	about	the	Ancients;	known	sites,	phenomena,	
  standard	 theories	 (and	 a	 few	 of	 the	 more	 acceptable	 Wacky	
  ones)	and	so	on.	Much	of	the	information	known	by	a	character	
  with	K/Ancients	is	mundane	and	(in	many	cases)	just	plain	wrong.	
  Ancients	Lore	is	the	truth	about	the	Ancients.	Who	they	were,	
  what	they	did	and	how	they	did	it,	even	how	their	devices	work.	
  Ancients Lore is viewed by conventional scientists as the “Unified 
  Crank	Theory”	since	it	contradicts	some	fundamental	principles	
  of	 science,	 history,	 and	 common	 sense.	 However,	 a	 character	
  with this skill can use it to figure out what a site was when it 
  was	functioning,	how	a	device	works,	etc.	The	DC	of	any	given	
  investigation	 should	 be	 assigned	 by	 the	 Referee.	 Simple	 sites	
  will	start	at	DC	5,	more	unusual	ones	at	25	or	even	35.	Devices	
  begin	at	DC	20	for	the	simplest	artifacts.	A	character	confronted	
  with	a	site	or	a	device,	who	makes	his	Ancients	Lore	check,	can	
  explain	the	function	of	the	site	or	object,	and	gains	a	+5	bonus	to	
  all	attempts	to	operate	a	device.	
  	
  	
  BIg gAmE HUnTER
  Prestige Class
  	
  The	worlds	of	charted	space	have	produced	some	terrifyingly	
  powerful	 or	 cunning	 creatures.	 The	 Big	
  G
  a
  m
  e	
  Hunter	 takes	 their	 existence	 as	 a	
  challenge	
  and	 matches	 his	 stealth	 and	 cunning	
  against	
  their	
  formidable	
  natural	
  abilities.	 He	 may	 or	 may	 not	 kill	
  the	 animal	 after	 stalking	 it;	 many	
  hunters	use	a	holocamera	rather	
  than a rifle.
  	
  Characteristics:	A	Hunter	is	
  self-reliant and confident in his or 
  her	 abilities.	 Often	 contemptuous	
  of	 clumsy	 city-dwellers,	 the	 Hunter	
  is	 proud	 of	 his	 knowledge	 of	 the	
  environment	 and	 the	 habits	 of	 his	
  prey.	He	may	take	this	attitude	to	an	
  extreme,	seeking	ever	more	dangerous	
  creatures	
  to	
  stalk,	
  or	
  choosing	
  ridiculous	challenges	like	hunting	giant	
  armored	 carnivores	 armed	 only	 with	 a	
  crossbow.	Other	hunters	are	obsessed	
  with obtaining the finest high-tech tools 
  and	gadgets	to	augment	their	skills.	All	
  Hunters	prefer	stealth	and	subtlety	to	a	
  direct	approach	to	problems.
  	
  Background:	A	Hunter	can	come	
  from	 any	 background,	 though	 he	 or	
  she	 will	 usually	 have	 a	 “Backwoods”	
  upbringing.	 A	 Hunter’s	 most	 important	 attributes	 are	
  intelligence and stealth skills – plus weapon proficiency, of 
  course.	
  	
  Adventuring:	Hunters	can	be	very	useful	in	the	wilds	of	a	
  planet,	and	often	have	good	weapon	skills	too.	An	individual	may	
  know	several	powerful	people,	having	acted	as	a	guide	on	safaris	
  or	 hunting	 trips,	 or	 may	 have	 poached	 rare	 animals	 for	 a	 rich	
  person’s	collection.
  gAmE RUlE InFORmATIOn
   
  Requirements:	To	become	a	Hunter,	a	character	must	meet	
  the	following	requirements:
   
  BAB:	5+
   
  Skills:	Survival	4+,	P/Hunting	6+
   
  Feats:	Tracker
   
  Stamina Dice: d8 + CON modifier per level
  TABlE: BIg gAmE HUnTER
  Base
  Base
  Base
  Base
  Attack
  Fort
  Ref
  Will
  Bonus
  Save
  Save
  Save
  Special
  st
  +
  +0
  +
  +
  Trapping
  2nd
  +2
  +0
  +2
  +2
  Sixth	Sense
  3rd
  +3
  +
  +2
  +2
  Far	Shot
  4th
  +4
  +
  +2
  +2
  Species	
  Specialization
  5th
  +5
  +
  +3
  +3
  Deliberate	Shot
  6th
  +6/+
  +2
  +3
  +3
  Animal	
  Specialization
  7th
  +7/+2
  +2
  +4
  +4
  Intuitive	
  Tracking
  8th
  +8/+3
  +2
  +4
  +4
  Species	
  Specialization
  9th
  +9/+4
  +3
  +4
  +4
  Animal	
  Specialization
  0th
  +0/+5
  +3
  +5
  +5
  Animal	
  Specialization
  ClASS SKIllS
  The	following	are	the	class	skills	available	to	a	hunter:
  
  9
  5
  ClASSES  AnD lEVElS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Animal	Empathy*
  CHA
  Gambling
  INT	
  Handle	Animal
  CHA	
  Hide
  DEX
  Intuit	Direction
  WIS	
  Jump
  STR
  Knowledge	(Species)**		
  EDU
  Liaison
  CHA
  Leader
  INT
  Listen
  WIS
  Move	Silently
  DEX
  Navigation
  EDU
  Ride
  DEX
  Search
  INT
  Spot
  WIS
  Survival
  WIS
  T/Medical
  EDU
  	
  *	Exclusive	Skill
  	
  **	 Species	 include	 those	 noted	 under	 Species	 Specialty,	
  below.	
  	
  Skill Points at Each Additional Level: 4 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Big	Game	Hunter:
   
  Species Specialty:	 The	 Hunter	 has	 studied	 and	 learned	
  the	habits	and	tendencies	of	a	general	category	of	animal	types	
  such	as	Pouncers	or	Grazers.	Add	+2	to	all	Tracking	and	Survival	
  checks when hunting the specified category of animals.
  Carnivores
  Herbivores
  Omnivores
  Scavengers
  Siren
  Filter
  Gatherer
  Carrion-eater
  Pouncer
  Intermittent
  Eater
  Reducer
  Killer
  Grazer
  Hunter
  Hijacker
  Trapper
  Intimidator
  Chaser
   
  Animal Specialization:	 The	 character	 has	 studied	 and	
  learned the habits and tendencies of a specific (named) animal 
  such	as	Grizzly	Bears,	or	the	Greater	Crested	Tusk-Boar.	Requires	
  Species	Specialization	(for	the	appropriate	animal	category).	Add	
  +4 to all Tracking and Survival checks when hunting this specific 
  animal.
  	
  Deliberate Shot:	Once	per	combat	the	Hunter	may	“ready”	
  a	shot	as	a	free	action	rather	than	standard	action.	For	example,	
  a	Hunter	moves	to	cover	and	sets	up	a	deliberate	shot	allowing	
  him	to	shoot	the	next	creature	to	emerge	from	the	nearby	lake.	
  Without	the	feat	he	could	not	both	move	and	ready	the	shot.
  	
  Intuitive Tracking: The	skilled	Hunter	eventually	develops	
  an	“intuition”	when	it	comes	to	tracking	their	prey,	often	allowing	
  him	to	pick	up	a	trail	even	after	it	has	“gone	cold.”	In	situations	
  where	the	Hunter	fails	a	P/Hunting	skill	check	while	tracking	a	
  creature,	or	in	situations	where	the	Hunter	would	not	normally	
  be	allowed	to	make	a	skill	check	to	pick	up	the	trail	of	a	creature,	
  he	 may	 make	 a	 Wisdom	 check	 (DC5).	 If	 successful,	 he	 has	
  managed	to	guess	the	correct	direction	the	prey	has	taken.
  pSIOnICIST
  Prestige Class
  	
  Many	 individuals	 who	 possess	 psionic	 powers	 belong	 to	
  another	 career	 or	 character	 class	 and	 leave	 perfectly	 normal	
  lives;	psionics	are	merely	a	part	of	such	a	life.	Others	study	psi	
  phenomena	and	may	or	may	not	possess	actual	abilities.	These	
  are	Academics	for	the	most	part.	The	Psionicist	is	someone	for	
  whom	the	main	focus	in	life	is	the	use	and	development	of	psionic	
  skills.	They	will	make	their	living	any	way	they	can	while	searching	
  for	 insight	 into	 the	 nature	 of	 their	 powers	 and	 new	 sources	 of	
  teaching.	The	Psionicist	may	hold	down	a	steady	job	or	wander	
  randomly	throughout	known	space;	each	is	very	different.	
  	
  The	 dedicated	 Psionicist	 has	 certain	 advantages	 over	
  those	whose	powers	are	merely	one	facet	of	their	life.	The	main	
  advantage is the fact that the various spheres of influence are 
  developed	as	class	skills	rather	than	cross-class	skills,	allowing	
  more	rapid	progression.	Additionally,	a	psionicist	gains	access	to	
  new	areas	of	ability	as	his	or	her	knowledge	grows.	However,	
  many	psionicists	do	still	multiclass,	as	the	events	of	their	lives	
  result	in	picking	up	other	skills.	
  	
  Characteristics:	 Some	 Psionicists	 are	 pragmatic	 in	
  outlook,	 some	 mystical.	The	 thing	 they	 all	 have	 in	 common	 is	
  that	psi	powers	are	the	focal	point	of	their	very	being.	Most	are	
  individualists	 yet	 highly	 loyal	 to	 those	 who	 have	 taught	 them	
  or	 shown	 them	 kindness.	A	 craving	 to	 learn	 more	 about	 their	
  powers	and	to	develop	them	to	the	utmost	is	common	to	most	
  Psionicists.
  	
  Background:	A	Psionicist	may	come	from	any	background	
  at	 all.	 Psi	 abilities	 manifest	 according	 to	 no	 known	 genetic	 or	
  social	criteria,	so	a	psi	can	be	literally	anyone.	
  	
  Adventuring:	 Psionicists	 can	 be	 trouble	 magnets,	 since	
  psi	use	is	outlawed	in	the	Imperium.	However,	their	unique	skills	
  can	be	an	immense	asset	to	any	adventuring	party.	Psionicists	
  often	 have	 secondary	 skills	 that	 allow	 them	 to	 make	 a	 decent	
  living	 as	 they	 search	 for	 new	 teachers	 and	 knowledge.	These	
  skills	may	be	almost	anything,	but	usually	include	Streetwise	and	
  Interpersonal	skills	due	to	the	covert	nature	of	the	psi	community.	
  These	 secondary	 skills	 and	 contacts	 can	 be	 of	 great	 use	 to	 a	
  party	of	adventurers,	and	of	course	the	search	for	new	knowledge	
  can	 lead	 to	 fresh	 adventures	 for	 the	 Psionicist	 and	 his/her	
  companions.
  	
  gAmE RUlE InFORmATIOn
  	
  Enlistment Requirements:	Special.	To	enter	the	Psionicist	
  class,	an	individual	must	have	competed	training	with	an	institute	
  or	“psionic	master.”	Characters	with	a	low	(but	above	zero)	Psi	
  strength	score	can	enter	the	class,	but	will	never	amount	to	much.	
  Any	character	who	has	attended	the	Psionics	Institute	may	enter	
  the Psionicist class. For details of how to find suitable teaching, 
  see	the	Prior	History	chapter.
  	
  Multiclass Restrictions:	It	is	not	really	possible	to	multiclass	
  into	 the	 Psionicist	 class.	 Any	 character	 who	 has	 completed	
  training	at	a	Psionics	Institute	may	join	the	class,	but	from	that	
  point on they are a Psionicist first and everything else second. 
  	
  A	 practicing	 Psionicist	 may	 multiclass,	 but	 may	 not	 gain	
  levels	in	any	other	class	if	her	Psionicist	level	is	equal	to	or	half	
  less	than	her	character	level.	I.e.	a	level	6	character	who	is	a	level	
  3	psionicist	could	gain	her	7th	level	in	Psionicist	or	another	class.	
  A	level	3	character	who	has	only		Psionicist	level	MUST	take	the	
  new	level	in	the	Psionicist	class.	If	a	Psionicist	ever	voluntarily	
  takes	a	level	in	another	class	such	that	she	no	longer	has	half	
  or	more	of	her	levels	in	Psionicist,	she	ceases	to	be	a	Psionicist.	
  Note	that	this	does	not	apply	to	a	character	who	came	late	in	life	
  to	psionicism	and	who	is	“catching	up”	to	the	half-levels	status.
  	
  Stamina: 1d6 + CON modifier per level
  
  92
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  ClASSES AnD lEVElS
   
  Leaving the Psionicist Class: Psionicism	is	not	a	job	but	
  a	way	of	being.	Once	committed	to	it,	an	individual	 is	unlikely	
  to	 “leave.”	 However,	 some	 do.	A	 character	 who	 abandons	 his	
  studies	keeps	all	his	abilities,	including	the	maximum	limits	on	his	
  sphere of influence ranks as if they were class skills. However, 
  he	is	no	longer	a	psionicist	and	cannot	re-enter	the	class	except	
  in	highly	unusual	circumstances.	Such	a	character	can	continue	
  to	develop	his	psi	skill	levels	as	if	they	were	cross-class	skills	(if	
  he	has	not	renounced	his	calling	and	ceased	to	use	his	skills)	so	
  long	as	they	are	not	already	higher	than	the	cross-class	limit	of	
  (level+3)/2.	If	this	is	the	case,	they	remain	at	this	high	level	but	
  cannot	be	increased.
  	
  If	a	character	chooses	to	violate	the	Multiclassing	restrictions	
  and	gains	levels	in	a	different	class,	he	ceases	to	be	a	psionicist,	
  since	 he	 can	 no	 longer	 maintain	 the	 focus	 and	 dedication	
  required.	Levels	already	possessed	at	the	time	the	character	joins	
  the	psionicist	class	do	not	cause	this,	of	course,	but	characters	
  dedicating	themselves	to	the	pursuit	of	psionic	skills	are	pledging	
  themselves to a difficult way of life, and should be aware that their 
  new	calling	will	eat	up	their	next	few	levels	at	least.	
  	
  Characters	thus	do	not	muster	out	of	the	psionicist	service	in	
  the	manner	of	other	classes,	but	they	do	still	gain	mustering-out	
  benefits at the end of prior history in the same manner as other 
  characters. This represents items and finances gained along the 
  way,	and	in	the	possession	of	the	character	at	this	turning	point	of	
  the	life	of	the	character,	when	he	or	she	becomes	an	adventurer.
  	
  Special: The	Psionicist	does	not	follow	the	standard	Prestige	
  Class	format.	In	many	ways,	it	is	more	like	a	Service	Class.
  	
  TABlE: pSIOnICIST
  Base
  Base
  Base
  Base
  Attack
  Fort
  Reflex
  Will
  Bonus
  Bonus
  Bonus
  Bonus
  Special
  st
  +0
  +0
  +0
  +2
  Starting	Feats
  2nd
  +0
  +0
  +0
  +3
  3rd
  +0
  +
  +
  +3
  Bonus	Feat
  4th
  +
  +
  +
  +4
  5th
  +
  +
  +
  +4
  New	Sphere	of	
  Influence
  6th
  +
  +2
  +2
  +5
  7th
  +
  +2
  +2
  +5
  Bonus	Feat
  8th
  +2
  +2
  +2
  +6
  9th
  +2
  +3
  +3
  +6
  New	Sphere	of	
  Influence
  0th
  +2
  +3
  +3
  +7
  th	
  +2
  +3
  +3
  +7
  Bonus	Feat
  2th	
  +3
  +4
  +4
  +8
  3th	
  +3
  +4
  +4
  +8
  New	Sphere	of	
  Influence
  4th	
  +3
  +4
  +4
  +9
  5th	
  +3
  +5
  +5
  +9
  Bonus	Feat
  6th	
  +4
  +5
  +5
  +0
  7th	
  +4
  +5
  +5
  +0
  New	Sphere	of	
  Influence
  8th	
  +4
  +6
  +6
  +
  9th	
  +4
  +6
  +6
  +
  Bonus	Feat
  20th
  +5
  +6
  +6
  +2
  pSIOnIC SpHERES OF InFlUEnCE
  	
  Telepathy
  	
  Clairvoyance
  	
  Telekinesis
  	
  Awareness
  	
  Teleportation
  	
  	
  Initially	a	Psionicist	will	only	have	the	abilities	gained	from	his	
  or	her	training,	but	as	a	result	of	the	devoted	pursuit	of	greater	
  power	and	knowledge,	he	or	she	will	eventually	be	able	to	access	
  others.	Once	a	Psionicist	is	able	to	work	with	a	sphere,	they	must	
  begin	developing	their	skill	in	use	it.	Each	sphere	is	developed	as	
  if	it	were	a	separate	class	skill	for	the	Psionicist.
   
  A Psionicist‘s skill rank with a Sphere of Influence dictates 
  which	Psionic	Talents	they	are	able	to	use.	Each	Talent	lists	the	
  Sphere of Influence that must be available to the Psionicist, along 
  with	a	minimum	skill	rank	in	the	Sphere	that	must	be	possessed	
  before	it	may	be	employed.	Of	course	the	Psionicist	must	also	
  have sufficient Psi strength with which to power the Talent as well 
  before	using	it.
  ClASS SKIllS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Appraise
  INT
  Craft	(any)
  INT
  Driving
  DEX
  Knowledge	(any)
  EDU
  Navigation
  EDU
  P/Admin
  WIS
  Psionic/Awareness
  Psi
  Psionic/Clairvoyance	
  Psi
  Psionic/Telekinesis
  Psi
  Psionic/Telepathy
  Psi
  Psionic/Teleportation
  Psi
  T/Communications
  EDU
  T/Computer
  EDU	
  T/Electronics
  EDU
  T/Mechanical
  DEX
  T/Medical
  EDU
   
  Skill Points per Level: 4 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	Psionicist:
  	
  Starting	Feats:	The	Psionicist	begins	play	with	the	following	
  feats:
  	
  AP	(Light)
  	
  	
  	
  Bonus Feats:	At	3rd,	7th,	th,	5	and	9th	level	the	Psionicist	
  gains	 a	 bonus	 feat.	 These	 feats	 may	 be	 chosen	 from	 the	 list	
  below.	If	the	character	already	has	all	of	the	listed	feats,	they	may	
  select any other feat that they are qualified for.
  Dodge
  Gearhead
  Geological	Survey
  Hacker
  Instruction
  Legal	Eagle
  Makeup	Artist/
  Costumer
  Negotiator
  Psionic	Focus*
  Psionic	
  Specialization*
  Steward
  Vessel
  Weapon	
  Proficiency/
  Marksman
  *	Indicates	a	special	class	feat
   
  Psionic Focus:	The	Psionicist	has	trained	long	and	hard	in	a	
  single sphere of psionic activity and is highly proficient in its use. 
  This	feat	can	be	taken	by	any	Psionicist	who	has	a	psi	rating	of	
  5+	and	5	or	more	skill	ranks	in	the	relevant	sphere.	The	base	cost	
  of	using	a	power	from	the	chosen	sphere	is	reduced	by	.	The	
  feat	can	be	taken	more	than	once,	but	different	spheres	must	be	
  chosen	each	time.
   
  Psionic Specialization:	The	Psionicist	has	developed	a	very	
  high	level	of	ability	in	a	single	sphere	of	activity.	This	feat	requires	
  the	 Psionic	 Focus	 feat	 in	 the	 same	 sphere.	 Range	 costs	 for	
  
  93
  5
  ClASSES  AnD lEVElS
  abilities	within	the	chosen	sphere	are	reduced	by	2.	The	feat	can	
  be	taken	more	than	once,	but	a	different	sphere	must	be	chosen	
  each	time.
  	
  Psionic	Talents	are	found	in	The	Travellers Handbook	and	
  chapter	 0	 of	 this	 book,	 and	 work	 exactly	 as	 described	 there.	
  Note	that	rather	than	having	to	take	each	talent	as	a	separate	
  feat,	members	of	the	Psionicist	class	automatically	gain	access	
  to	the	talents	within	their	spheres	as	their	skill	rank	in	that	sphere	
  reaches	the	threshold	required	to	use	that	talent.
  Ex-pSIOnICISTS
  	
  As	noted	above,	most	Psionicists	do	not	“leave	the	service”	
  –	it	is	a	way	of	life	more	than	a	job.	Some	do	allow	their	studies	
  to	lapse	and	become	“people	with	psionic	powers”	rather	than	
  true	Psionicists	(see	Leaving	the	Psionicist	Class,	above).	Such	
  characters	can	be	considered	ex-Psionicists	and	can	never	rejoin	
  the	class.	
  TAS FIElD REpORTER
  Prestige Class
  	
  The	Travellers’	Aid	Society	(TAS)	is	constantly	updating	its	
  guides	and	providing	its	members	with	impartial,	“insider”	reports	
  on	events	across	charted	space.	A	Field	Reporter	researches	and	
  prepares	 these	 reports.	 In	 some	 quarters	 a	TAS	 press	 card	 is	
  highly	respected.	In	others,	it	is	an	incitement	to	being	beaten	
  up	and	dumped	in	an	alley.	TAS	reporters	are	known	for	sticking	
  their	noses	deeply	into	matters	that	some	people	feel	should	not	
  concern	outsiders.	They	experience	a	fair	amount	of	danger	in	
  their	work.
  	
  Characteristics:	 Integrity	 and	 Inquisitiveness	 are	 the	 two	
  main	traits	of	the	TAS	reporter.	An	ability	to	write	decent	copy	is	
  useful	too.	Most	reporters	like	to	travel	and	enjoy	investigating	
  whatever they find. Some are glory hounds who get a kick out 
  of	 dragging	 skeletons	 out	 of	 closets,	 while	 others	 are	 simply	
  dedicated	to	reporting	the	truth.	Whatever	his	or	her	motivation,	
  a	 reporter	 is	 unable	 to	 resist	 digging	 deeply	 into	 anything	 that	
  promises	to	be	even	remotely	interesting.
  	
  Background:	 Most	 TAS	 reporters	 are	 well	 educated	 and	
  have experience in some other field before joining the TAS staff. 
  This	 gives	 the	 specialist	 insider	 information	 that	 makes	 TAS	
  reports	so	much	deeper	than	most	conventional	journalism.
  	
  Adventuring: A TAS Reporter is, by definition, an adventurer. 
  He	 or	 she	 will	 always	 be	 on	 the	 lookout	 for	 a	 story,	 and	 will	
  probably	generate	adventure	leads	by	his	or	her	investigations.	
  Reporters	 have	 good	 interpersonal	 skills	 and	 can	 usually	 take	
  care of themselves in a fight. Some have computer hacking or 
  intrusion	skills	for	less-than-legal	research.
  gAmE RUlE InFORmATIOn
   
  Requirements:	To	become	a	TAS	Field	Reporter,	a	character	
  must	meet	the	following	requirements:
   
  Skills:	P/Journalism	4+,	Gather	Information	8+,	T/Electronics	
  4+
   
  Stamina Dice: d6 + CON modifier per level.
  TABlE: TAS FIElD REpORTER
  Base
  Base
  Base
  Base
  Attack
  Fort
  Ref
  Will
  Bonus
  Save
  Save
  Save
  Special
  st
  +0
  +0
  +
  +
  Press	Pass	
  and	Expense	
  Account
  2nd
  +0
  +0
  +2
  +2
  Connections	+
  3rd
  +0
  +
  +2
  +2
  Research	+
  4th
  +
  +
  +2
  +2
  Connections	+2
  5th
  +
  +
  +3
  +3
  Carousing
  6th
  +
  +2
  +3
  +3
  Connections	+3/	
  Research	+2
  7th
  +
  +2
  +4
  +4
  TAS	
  Membership
  8th
  +2
  +2
  +4
  +4
  Connections	+4
  9th
  +2
  +3
  +4
  +4
  Research	+3
  0th
  +2
  +3
  +5
  +5
  Connections	+5
  ClASS SKIllS
  	
  The	 following	 are	 the	 class	 skills	 available	 to	 a	TAS	 Field	
  Reporter:
  
  94
  5
  ClASSES AnD lEVElS
  Class Skill
  Key 
  Ability
  Class Skill
  Key 
  Ability
  Administration
  INT
  Bluff
  CHA
  Bribery
  CHA
  T/Communications
  EDU
  T/Computer
  EDU
  Liaison
  CHA
  Gather	Information
  CHA
  Intimidate
  CHA
  Knowledge
  EDU
  Listen
  WIS
  Profession/Journalist
  WIS
  Read/Write	Language
  None
  Sense	Motive
  WIS
  Speak	Language
  None
  	
  Skill Points at Each Additional Level: 8 + INT modifier
  ClASS FEATURES
  All	of	the	following	are	class	features	of	the	TAS	Field	Reporter:
  	
  Carousing:	At	5th	level	a	TAS	reporter	automatically	gains	
  this	standard	feat.	If	the	character	has	already	selected	this	feat,	
  they may select any other standard feat there are qualified for 
  instead.
  	
  Connections	Beginning	at	2nd	level	and	at	every	level	after	
  that	(4th,	6th,	8th,	and	0th)	the	reporter	will	develop	an	increasing	
  range	 of	 contacts	 and	 informants	 in	 their	 personal	 news	 and	
  information-gathering	network.	Add	+	per	Connection	bonus	to	
  any	Gather	Information	checks	when	utilizing	these	contacts.
  	
  Expense Account:	A	reporter	has	an	open	expense	account	
  equal	to	Cr5000	per	level	per	month.	Expense	funds	not	used	
  one	month	do	not	carry	over	to	the	next	month.	If	not	used	they	
  are	lost	at	the	end	of	the	month.	These	funds	must	be	spent	on	
  story-related	expenses,	and	the	reporter	must	turn	in	a	detailed	
  expense	report	at	the	end	of	each	month	to	account	for	its	use.	
  Any	equipment	or	other	non-consumable/expendable	items	must	
  be turned into the local TAS bureau office. If the reporter wishes 
  to	keep	an	item	bought	using	the	expense	account,	he	or	she	
  must	reimburse	the	TAS	bureau	the	full	cost.	If	an	expense	report	
  is	not	turned	in,	the	amount	spent	will	be	deducted	from	the	next	
  month’s	expense	account.
   
  Press Pass:	Having	a	valid	press	pass	will	gain	a	reporter	
  access	 to	 some	 areas,	 people	 and	 information	 not	 available	
  to	the	general	public,	such	as	the	scene	of	a	crime	or	access	
  to	 certain	 governmental	 records.	As	 a	 reporter	 becomes	 more	
  experienced	(and	typically	more	well	known)	the	value	of	their	
  press	pass	also	grows.	For	every	2	class	levels,	the	TAS	Field	
  Reporter	may	add	+	to	any	Bluff	or	Intimidate	skill	check	when	
  dealing	with	authorities	or	company	bureaucrats	in	an	attempt	to	
  gain	access	to	an	area,	view	documents,	or	interview	someone.
  	
  This	 may	 only	 be	 attempted	 once	 per	 encounter	 with	 any	
  given	group	or	individual.
   
  Research: The	character	is	skilled	at	sifting	and	analyzing	
  data	 and	 information	 from	 various	 sources	 for	 the	 clues	 and	
  evidence	needed	to	put	a	report	together.	Allows	the	synergetic	
  use	of	Knowledge	and	another	information-related	skill	together	
  with	Gather	Information	skill.	Beginning	at	3rd	level	and	at	every	
  3rd	level	after	that	(6th	and	9th),	the	character	earns	a	+	Research	
  bonus.
  	
  Circumstances
  Gather Knowledge Roll Adjustment
  Multiple	Sources
  -	per	Knowledge	or	other	skill	used,	if	
  more	than	one	is	involved.
  Per	Research	bonus
  +
  Per	Successful	
  Source	Skill	Check
  +5
  	
  TAS Membership:	By	7th	level,	the	TAS	Reporter	has	usually	
  done sufficient good work for the bureau that they are rewarded 
  with	a	free	membership	in	the	Traveller’s	Aid	Society.	
  
  95
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  ClASSES  AnD lEVElS
  
  96
  6
  SKIllS
  Skills	represent	the	capabilities	of	a	character	beyond	his	or	her	
  combat	ability.	Detailed	for	each	class	is	a	list	of	skills	that	are	
  its	“class	skills.”	Any	skill	not	listed	for	the	class	is	considered	
  a	 “cross-class	 skill.”	 Class	 skills	 represent	 those	 skills	 that	 a	
  member	 of	 the	 class	 will	 usually	 spend	 the	 most	 time	 using.	
  Cross-class	skills	are	everything	else.
  	
  The	use	of	skills	is	an	integral	part	of	T20	gaming.	The	things	
  a	character	knows	how	to	do	–	and	how	well	she	knows	how	to	do	
  them – will be more important than how well the character fights 
  or	what	her	attributes	may	be	in	many	situations.	Decisions	as	to	
  which	skills	to	develop	are	thus	highly	important	ones,	and	may	
  determine	success	or	failure	in	future	adventures.	
  SKIll BASICS
  	
  The	following	section	outlines	the	basic	mechanics	of	using	
  skills	in	a	T20	game.	
  ClASS SKIllS
  	
  Any	skill	listed	for	the	class	in	which	a	character	is	taking	
  their	current	level	is	considered	a	class	skill.	Class	skills	cost		
  skill	point	per	+	rank	improvement.	They	can	be	developed	to	a	
  maximum	rank	of	(character	level	+3).		
  CROSS-ClASS SKIllS
  	
  Any	skill	that	is	not	a	class	skill	is	considered	a	cross-class	
  skill.	Cross-class	skills	can	usually	(see	Closed	Skills,	below)	be	
  developed	at	a	cost	of	2	skill	points	per	rank,	to	a	maximum	of	
  (character	level+3)/2.	Characters	who	develop	cross-class	skills	
  will be less effective in their specialist field than a more focused 
  individual,	 but	 the	 range	 of	 challenges	 faced	 by	 Traveller 
  characters	 is	 such	 that	 a	 basic	 capability	 in	 many	 areas	 is	
  desirable.	
  ClOSED SKIllS
  	
  Some	skills	are	not	available	except	to	a	member	of	a	certain	
  class.	These	skills	are	developed	as	class	skills	by	those	that	can	gain	
  them,	and	cannot	be	gained	at	all	by	members	of	different	classes.	
  	
  SKIll RAnK
  	
  A	character’s	ability	with	a	skill	is	measured	in	“ranks.”	A	skill	
  may	have	a	rank	ranging	from	0	to	a	maximum	of	23.	When	a	skill	
  check	is	made,	a	character’s	rank	in	that	skill	is	added	to	the	roll.	
  The	maximum	number	of	ranks	a	character	can	have	in	a	class	
  skill	is	equal	to	that	character’s	level	+3.	The	maximum	number	
  of	ranks	a	character	can	have	in	a	cross-class	skill	is	half	that	
  number	(do	not	round	up	or	down).
  TRAInED AnD UnTRAInED SKIllS
   
  Some	 skills	 can	 be	 attempted	 by	 anyone,	 whether	 they	
  have been trained in the field or not. These represent things 
  that	a	normal	person	could	attempt	whether	they	had	received	
  instruction	or	not,	such	as	swimming	or	climbing.	If	a	character	
  with	no	skill	ranks	attempts	an	untrained	skill,	he	or	she	receives	
  all ability and situational modifiers but no skill bonus. 
  	
  Certain	 skills	 are	Trained	 skills,	 meaning	 that	 they	 cannot	
  be	attempted	by	someone	who	does	not	have	the	requisite	skill.	
  Of course, anyone can attempt brain surgery or fiddle with the 
  Astrogation	computer,	but	there	is	no	chance	of	success.	No	roll	
  is	permitted.	
  	
  However,	some	feats	give	a	“zero	rank”	in	a	given	skill.	For	
  example,	Cross-Training	allows	a	character	to	attempt	class	skills	
  that	he	does	not	possess	as	if	he	had	a	rank	of	zero;	First	Aid	
  allows	a	character	to	attempt	T/Medical	skills	similarly.	When	a	
  character	 with	 a	 “zero	 rank”	 in	 a	 skill	 attempts	 it,	 the	 check	 is	
  made	as	if	the	character	were	attempting	an	untrained	skill	i.e.	
  the character receives all ability and situational modifiers, but no 
  skill	bonus	to	the	roll.
  	
  SKIll pOInTS
  	
  Characters	have	a	number	of	skill	points	based	on	their	race	
  and	their	class	levels.	Class	skills	require		skill	point	per	rank;	
  cross-class	skills	require	2	skill	points	per	rank.
  CASCADE SKIllS
   
  Some skills, specifically Craft, Entertain, Knowledge, 
  Profession,	and	Technical	are	“cascade	skills”	meaning	that	they	
  can represent more than one specific field of endeavor. When a 
  cascade	skill	is	selected,	the	character	must	immediately	decide	
  on the specific field of endeavor for that skill. Each cascade 
  skill will list one or more example fields of endeavor that may 
  be	 chosen	 from,	 or	 the	 character	 may	 come	 up	 with	 a	 new	
  appropriate	endeavor	with	the	approval	of	the	Referee.
  	
  In	this	book	and	throughout	T20	products,	all	cascade	skills	
  will	be	written	in	the	following	format:	First Letter of the Cascade 
  Skill Type (C, E, K, P, or T) / The Specific Field of Endeavor.	For	
  example,	a	character	with	the	Technical	skill	chooses	Electronics	
  as his field of endeavor with the skill. This would be written as T/
  Electronics.	If	he	had	the	Craft	skill	and	selected	Pottery,	it	would	
  be	written	as	C/Pottery.
  USIng SKIllS
  	
  When	the	character	uses	a	skill,	the	character	makes	a	skill	
  check	to	determine	how	successful	they	are.	The	higher	the	result	
  on	the	character’s	skill	check,	the	better	the	outcome.	Based	on	
  the	circumstances,	the	character’s	result	must	match	or	beat	a	
  Difficulty Class (DC) to use the skill successfully. The harder the 
  task,	the	higher	the	DC,	i.e.	the	higher	the	number	the	character	
  needs	to	roll.
  	
  To	make	a	skill	check,	roll	d20	and	add	the	character’s	skill	
  modifier for that skill. The skill modifiers include:
  	
  )	The	character’s	rank	with	the	skill
   
  2) The character’s ability modifier for that skill’s key ability
  	
  3)	Any	racial	bonuses	with	the	skill
  	
  4)	Any	armor	check	penalty
   
  5) Any other miscellaneous modifiers that may be applicable. 
  See	the	skill	description	for	details.
   
  If the result of the 1d20 roll + the modifiers equals or exceeds 
  the	 DC,	 the	 test	 is	 successful.	Any	 other	 result	 is	 a	 failure.	A	
  “natural	20”	on	the	die	roll	is	not	an	automatic	success.	A	“natural	
  ”	on	the	die	roll	is	not	an	automatic	failure.
  DIFFICUlTy ClASS
   
  The Difficulty Class or DC is the number that the character 
  must	equal	or	exceed	when	attempting	a	skill	check	roll	for	the	
  task	to	be	successful.
  SKIllS
  
  97
  6
  SKIllS
  Type
  DC
  Example
  Simple
  0
  Walk across the floor
  Very	Easy
  5
  Climb	a	ladder
  Easy
  0
  Climb	a	knotted	rope
  Average
  5
  Plot	a	course	to	a	familiar	star	system
  Hard
  20
  Jump	a	horse	over	an	obstacle	while	
  riding
  Difficult
  25
  Swim	in	churning,	storm	driven	water
  Formidable
  30
  Remove	a	bullet	from	a	victim.
  Challenging
  35
  Plot	a	course	to	an	uncharted	
  star, while under fire and without a 
  computer.
  Incredible
  40 
  Convince the judge that a pardon 
  scrawled on the back of a cocktail 
  napkin really is from the planetary 
  governor
  Nearly	
  Impossible
  45
  Perform	brain	surgery	with	a	low-tech	
  field surgical kit, under fire, in the rain, 
  while	wounded
  DEgREE OF SUCCESS
  	
  A	character’s	degree	of	success	is	determined	by	how	much	
  better	than	the	DC	the	roll	turns	out	to	be.
  DC	or	higher
  Success
  DC+0	or	higher
  Great	Success
  DC+20	or	higher
  Incredible	Success
  OppOSED CHECKS
  	
  An	opposed	check	is	used	when	another	character	or	NPC	
  directly	opposes	a	skill	check.	For	example	a	character	attempting	
  to Bluff her way past a customs officer would be an opposed 
  skill check against the custom officer’s Sense Motive check. 
  The	character	makes	her	Bluff	skill	check	roll	and	the	Referee	
  makes a Sense Motive skill check roll for the customs officer. If 
  the	character’s	Bluff	skill	check	roll	is	higher	than	the	customs	
  officer’s Sense Motive check roll, the custom officer believes the 
  character’s	bluff.
  	
  In	the	case	of	a	tie,	the	side	with	the	higher	appropriate	ability	
  scores	for	their	skill	wins.	If	there	is	still	a	tie,	both	sides	roll	the	
  skill	checks	again.
  RETRyIng
  	
  In	 general,	 the	 character	 can	 try	 a	 skill	 check	 again	 if	 it	
  fails, and can keep trying indefinitely. Some skills, however, 
  have	consequences	of	failure	that	must	be	taken	into	account.	
  Some	 skills	 are	 virtually	 useless	 once	 a	 character	 has	 failed	
  on	an	attempt	to	accomplish	a	particular	task.	For	most	skills,	
  when	a	character	has	succeeded	once	at	a	given	task,	additional	
  successes	are	meaningless.
  	
  If	a	skill	carries	no	penalties	for	failure,	the	player	can	choose	
  to	can	Take	20	and	assume	that	the	character	keeps	at	it	long	
  enough	to	succeed	eventually.
  UnTRAInED SKIll CHECKS
  	
  Generally,	if	a	character	attempts	to	use	a	skill	they	don’t	
  possess	any	skill	ranks	in,	the	character	makes	a	skill	check	as	
  normal. The character does get to add all modifiers other than 
  skill rank though, such as the ability modifier for the skill’s key 
  ability.
  	
  However,	 many	 skills	 can	 only	 be	 used	 if	 the	 character	
  is	 trained	 in	 the	 skill.	 Skills	 that	 cannot	 be	 used	 untrained	 are	
  marked	with	a	“No”	in	the	“Untrained”	column	on	Table:	Skills.
  FAVORABlE AnD UnFAVORABlE COnDITIOnS
  	
  Some	situations	may	make	a	skill	easier	or	harder	to	use,	
  resulting in a bonus or penalty added into the skill modifier for the 
  skill	check	or	a	change	to	the	DC	of	the	skill	check.
  	
  The	Referee	can	alter	the	odds	of	success	in	four	ways	to	
  take	into	account	exceptional	circumstances:
  	
  .	Give	the	skill	user	a	+2	bonus	to	represent	circumstances	
  that	improve	performance.
  	
  2.	Give	the	skill	user	a	–2	penalty	to	represent	conditions	that	
  hamper	performance.
  	
  3.	Reduce	the	DC	by	2	to	represent	circumstances	that	make	
  the	task	easier.
  	
  4.	 Increase	 the	 DC	 by	 2	 to	 represent	 circumstances	 that	
  make	the	task	harder.
   
  A bonus to the character’s skill modifier and a reduction in 
  the	check’s	DC	have	the	same	result:	they	create	a	better	chance	
  that	 the	 character	 will	 succeed.	 But	 they	 represent	 different	
  circumstances,	and	sometimes	that	difference	is	important.
  TImE AnD SKIll CHECKS
  	
  Using	a	skill	might	take	a	round,	take	no	time,	or	take	several	
  rounds	 or	 even	 longer.	 Most	 skill	 uses	 are	 standard	 actions,	
  move-equivalent	actions,	or	full-round	actions.	Types	of	actions	
  define how long activities take to perform within the framework 
  of	 a	 combat	 round	 (6	 seconds)	 and	 how	 movement	 is	 treated	
  with	 respect	 to	 the	 activity.	 Some	 skill	 checks	 are	 instant	 and	
  represent	 reactions	 to	 an	 event,	 or	 are	 included	 as	 part	 of	 an	
  action.	 These	 skill	 checks	 are	 not	 actions.	 Other	 skill	 checks	
  represent	part	of	movement.	The	distance	the	character	jumps	
  when	making	a	Jump	check,	for	example,	is	part	of	the	character’s	
  movement.	Some	skills	take	more	than	a	round	to	use,	and	the	
  skill	descriptions	often	specify	how	long	these	skills	take	to	use.
  	
  Taking 10:	When	the	character	is	not	in	a	rush	and	is	not	
  being	 threatened	 or	 distracted,	 the	 character	 may	 choose	 to	
  Take	0.	Instead	of	rolling	d20	for	the	skill	check,	calculate	the	
  character’s	result	as	if	the	character	had	rolled	a	0.
  	
  Taking 20:	When	the	character	has	plenty	of	time	(generally	
  2	minutes	for	a	skill	that	can	normally	be	checked	in		round,	
  one	full-round	action,	or	one	standard	action),	and	when	the	skill	
  being	attempted	carries	no	penalties	for	failure,	the	character	can	
  Take	20.	Instead	of	rolling	d20	for	the	skill	check,	calculate	the	
  character’s	result	as	if	the	character	had	rolled	a	20.	Taking	20	
  means the character is trying until he or she finally gets it right. 
  Taking	20	takes	about	twenty	times	as	long	as	making	a	single	
  check	would	take.
  COmBInIng SKIll CHECKS
  	
  When	more	than	one	character	tries	the	same	skill	at	the	
  same	time	and	for	the	same	purpose,	their	efforts	may	overlap.
  	
  Individual Events:	Often,	several	characters	attempt	some	
  action	and	each	succeeds	or	fails	on	her	own.	An	example	of	
  this	would	be	a	group	of	characters	climbing	up	a	rope.	All	are	
  performing	 the	 same	 action	 at	 the	 same	 time,	 but	 each	 must	
  make	a	separate	Climb	skill	check	to	see	if	they	succeed	or	fail.
  	
  Teamwork:	 Sometimes	 the	 individual	 PCs	 are	 essentially	
  reacting	to	the	same	situation,	but	they	can	work	together	and	
  help	 each	 other	 out.	 In	 this	 case,	 one	 character	 is	 considered	
  the	leader	of	the	effort	and	makes	a	skill	check,	while	each	team	
  member	 makes	 a	 separate	 skill	 check	 against	 DC	 0	 (Taking	
  0	is	not	permitted	on	this	check).	For	each	team	member	who	
  succeeds,	the	leader	gets	a	+2	circumstance	bonus	(as	per	the	
  rule	for	favorable	conditions).	In	many	cases,	a	character’s	help	
  
  98
  6
  SKIllS
  will not be beneficial, or only a limited number of characters can 
  help at once. The Referee may limit cooperation as seems fitting 
  for	the	conditions.
  	
  Skill Synergy:	It	is	also	possible	for	a	character	to	have	two	
  skills	that	work	well	together.	In	general,	having	5	or	more	ranks	
  in	one	skill	gives	the	character	a	+2	synergy	bonus	on	skill	checks	
  with	its	synergistic	skills,	as	noted	in	the	skill	description.
  ABIlITy CHECKS
  	
  Sometimes	 a	 character	 tries	 to	 do	 something	 to	 which	 no	
  specific skill really applies. In these cases, the character makes 
  an	 ability	 check.	 An	 ability	 check	 is	 the	 roll	 of	 d20	 plus	 the	
  appropriate ability modifier. Essentially, the character is making 
  an untrained skill check. The Referee assigns a Difficulty Class 
  depending	 upon	 the	 circumstances	 and	 the	 task	 being	 carried	
  out.
  *	Armor	check	penalty,	if	any,	also	applies.
  C	
  Class	Skill
  •	
  Cross-Class	Skill
  X		 You	 can’t	 buy	 this	 skill	 because	 it’s	 exclusive	 to	 another	
  class
  Academic	
  Aca
  Athlete	
  Ath
  Belter	
  Blt
  Barbarian	
  Bbn
  Entertainer	
  Ent
  Mercenary	
  Mry
  Merchant	
  Mct
  Noble	
  Nbl
  Professional	
  Prf
  Rogue	
  Rog
  Traveller	
  Trv
  Army,	High-Tech	
  Aht
  Army,	Mid-Tech	
  Amt
  Army,	Low-Tech	
  Alt	
  Flyer,	High-Tech	
  Fht
  Flyer,	Mid-Tech	
  Fmt
  Marines	
  Mar	
  Navy	
  Nav	
  Sailor,	High-Tech	
  Sht
  Sailor,	Mid-Tech	
  Smt
  Sailor,	Low-Tech	
  Slt
  Convict	
  CON
  Corsair	
  Cor
  Diplomat	
  Dip
  Engineer	
  Eng
  Law	Enforcer	
  Law
  Martial	Artist	
  Mrt
  Medic	
  Med
  Scout	
  Sct
  Ace	Pilot	
  Ace
  Ancient	Hunter	
  Anc
  Big	Game	Hunter	
  Bgh	
  Psionicist	
  Psi
  TAS	Field	Reporter	
  TAS
  NOTE: Only those cascade skills that are specific to certain 
  classes	 (and	 thus	 differ	 from	 their	 parent	 cascade)	 are	 listed	
  here.	The	characteristics	of	all	other	cascade	skills	are	identical	to	
  those	for	the	parent	cascade.	(E.g.	T/Computer	and	T/Electronic	
  are	identical	in	characteristics	to	all	other	T/	cascade	skills).
  
  99
  6
  SKIllS
  TABlE: SKIllS (CORE ClASSES)
  Skill
  Aca
  Ath
  Bbn
  Blt
  Ent
  Mry
  Mct
  Nbl
  Prf
  Rog
  Trv
  Untrained
  Key	
  Ability
  Animal	Empathy
  X
  X
  C
  X
  X
  X
  X
  X
  X
  X
  X
  No
  CHA
  Appraise
  •
  •
  •
  C
  C
  •
  C
  C
  C
  C
  •
  Yes
  INT
  Balance
  •
  C
  •
  •
  C
  •
  •
  •
  •
  •
  •
  Yes
  DEX*
  Bluff
  •
  •
  •
  C
  •
  C
  C
  C
  •
  C
  •
  Yes
  CHA
  Bribery
  •
  •
  •
  •
  C
  •
  C
  C
  •
  C
  C
  Yes
  CHA
  Broker
  •
  •
  •
  •
  •
  •
  C
  •
  •
  •
  •
  No
  INT
  Climb
  •
  C
  C
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  STR*
  Combat	Engineering
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  INT
  Craft	[cascade	skill]
  C
  •
  C
  •
  •
  •
  •
  C
  •
  •
  C
  Yes
  INT
  Decipher	Script
  C
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  No
  INT
  Demolitions
  •
  •
  •
  C
  •
  •
  •
  •
  •
  •
  •
  No
  DEX
  Disguise
  •
  •
  •
  •
  C
  •
  •
  •
  •
  C
  •
  Yes
  CHA
  Driving
  C
  C
  •
  •
  •
  C
  C
  •
  C
  C
  C
  Yes
  DEX
  Entertain	[cascade	skill]
  •
  •
  C
  •
  C
  •
  •
  C
  C
  •
  C
  Yes
  CHA
  Forgery
  •
  •
  •
  •
  •
  •
  •
  •
  •
  C
  •
  Yes
  INT/DEX
  Forward	Observer
  •
  •
  •
  C
  •
  •
  •
  •
  •
  •
  •
  No
  INT
  Gambling
  •
  •
  •
  C
  •
  C
  C
  •
  C
  •
  C
  Yes
  INT
  Gather	Information
  C
  C
  C
  •
  •
  •
  •
  C
  •
  C
  C
  Yes
  CHA
  Gunnery
  •
  •
  •
  C
  •
  •
  •
  •
  •
  •
  C
  Yes
  WIS
  Handle	Animal
  •
  C
  C
  •
  •
  •
  •
  •
  •
  •
  •
  No
  CHA
  Hide
  •
  •
  C
  •
  •
  C
  •
  •
  •
  •
  •
  Yes
  DEX*
  Innuendo
  •
  •
  •
  •
  C
  •
  C
  •
  •
  C
  C
  No
  WIS
  Intimidate
  •
  •
  •
  •
  •
  C
  •
  C
  •
  C
  •
  Yes
  CHA
  Intuit	Direction
  •
  •
  C
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  Jump
  •
  C
  C
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  STR*
  Knowledge	[cascade	skill]
  C
  C
  •
  •
  C
  •
  •
  C
  C
  •
  C
  No
  EDU
  K/Geology
  C
  •
  •
  C
  •
  •
  •
  C
  C
  •
  •
  No
  EDU
  K/Interstellar	Law
  C
  •
  •
  •
  •
  •
  C
  C
  C
  •
  •
  No
  EDU
  K/Mining
  C
  •
  •
  C
  •
  •
  •
  C
  C
  •
  •
  No
  EDU
  K/Specific Sport
  C
  C
  •
  •
  •
  •
  •
  C
  C
  •
  •
  No
  EDU
  Leader
  C
  •
  •
  •
  •
  C
  •
  C
  C
  •
  C
  Yes
  INT/CHA
  Liaison	
  C
  •
  •
  •
  C
  •
  C
  C
  C
  •
  C
  No
  CHA
  Listen
  •
  •
  C
  •
  •
  •
  •
  •
  •
  C
  •
  Yes
  WIS
  Move	Silently
  •
  •
  C
  •
  •
  C
  •
  •
  •
  C
  •
  Yes
  DEX*
  Navigation
  C
  •
  •
  •
  •
  •
  C
  •
  C
  •
  C
  No
  EDU
  Pilot
  •
  •
  •
  C
  •
  •
  C
  •
  •
  •
  C
  No
  INT/DEX
  Profession	[cascade	skill]
  •
  C
  •
  •
  C
  •
  C
  C
  C
  •
  C
  No
  WIS
  P/Administration
  C
  •
  •
  •
  •
  •
  •
  C
  C
  •
  C
  No
  WIS
  P/Specific Sport
  •
  C
  •
  •
  •
  •
  •
  C
  C
  •
  C
  No
  WIS
  P/Prospecting
  •
  •
  •
  C
  •
  •
  •
  C
  C
  •
  C
  No
  WIS
  Read/Write	Language
  C
  •
  •
  •
  •
  •
  •
  C
  •
  •
  C
  No
  None
  Recruiting
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  EDU
  Ride
  •
  C
  C
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  DEX
  Search
  •
  •
  •
  C
  •
  •
  •
  •
  •
  C
  •
  Yes
  INT
  Sense	Motive
  •
  •
  •
  •
  C
  •
  •
  C
  •
  C
  •
  Yes
  WIS
  Speak	Language
  C
  •
  •
  •
  •
  •
  •
  C
  C
  •
  C
  No
  None
  Spot
  •
  •
  C
  •
  C
  C
  •
  •
  •
  C
  •
  Yes
  WIS
  Survival
  C
  •
  C
  •
  •
  •
  •
  •
  C
  •
  •
  Yes
  WIS
  Swim
  •
  C
  C
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  STR
  Technical	[cascade	skill]
  C
  •
  •
  C
  •
  C
  C
  •
  C
  •
  C
  No
  EDU
  T/Astrogation
  C
  •
  •
  C
  •
  •
  C
  •
  C
  •
  C
  No
  EDU
  T/Communications
  C
  •
  •
  C
  •
  C
  C
  •
  C
  •
  C
  No
  EDU
  T/Computer
  C
  •
  •
  C
  •
  •
  C
  •
  C
  •
  C
  No
  EDU
  T/Electronics
  C
  •
  •
  C
  •
  •
  C
  •
  C
  C
  C
  No
  EDU
  T/Engineering
  C
  •
  •
  C
  •
  •
  C
  •
  C
  •
  C
  No
  EDU
  T/Gravitics
  C
  •
  •
  C
  •
  •
  C
  •
  C
  •
  C
  No
  EDU
  T/Mechanical
  C
  •
  •
  C
  •
  C
  C
  •
  C
  C
  C
  No
  EDU
  T/Medical
  C
  •
  •
  C
  •
  C
  C
  •
  C
  •
  C
  No
  EDU
  T/Sensors
  C
  •
  •
  C
  •
  C
  C
  •
  C
  •
  C
  No
  EDU
  Technosavvy
  X
  X
  •
  X
  X
  X
  X
  X
  X
  X
  X
  No
  INT
  Trader
  •
  •
  •
  •
  •
  •
  C
  •
  C
  •
  C
  Yes
  INT
  Tumble
  •
  C
  C
  •
  C
  •
  •
  •
  •
  •
  •
  No
  DEX*
  Use	Alien	Devices
  C
  X
  X
  X
  X
  X
  X
  X
  X
  X
  C
  No
  WIS
  
  00
  6
  SKIllS
  TABlE: SKIllS (mIlITARy SERVICE ClASSES)
  Skill
  Aht
  Amt
  Alt
  Fht
  Fmt
  Mar	
  Nav
  Sht
  Smt
  Slt
  Untrained
  Key	
  Ability
  Animal	Empathy
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  No
  CHA
  Appraise
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  INT
  Balance
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  DEX*
  Bluff
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  CHA
  Bribery
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  Yes
  CHA
  Broker
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  INT
  Climb
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  STR*
  Combat	Engineering
  C
  C
  C
  •
  •
  C
  •
  C
  C
  •
  No
  INT
  Craft	[cascade	skill]
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  INT
  Decipher	Script
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  No
  INT
  Demolitions
  C
  •
  •
  •
  •
  C
  •
  C
  C
  •
  No
  DEX
  Disguise
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  CHA
  Driving
  C
  C
  •
  C
  C
  C
  C
  C
  C
  •
  Yes
  DEX
  Entertain	[cascade	skill]
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  CHA
  Forgery
  •
  •
  •
  •
  •
  •
  C
  •
  •
  •
  Yes
  INT/DEX
  Forward	Observer
  •
  •
  •
  C
  C
  C
  C
  C
  C
  •
  No
  INT
  Gambling
  •
  •
  C
  C
  C
  C
  C
  C
  C
  C
  Yes
  INT
  Gather	Information
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  Yes
  CHA
  Gunnery
  C
  C
  •
  C
  C
  C
  C
  C
  C
  •
  Yes
  WIS
  Handle	Animal
  •
  •
  C
  •
  •
  •
  •
  •
  •
  C
  No
  CHA
  Hide
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  DEX*
  Innuendo
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  Intimidate
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  CHA
  Intuit	Direction
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  Jump
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  STR*
  Knowledge	[cascade	skill]
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  EDU
  K/Geology
  C
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  EDU
  K/Interstellar	Law
  C
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  EDU
  K/Mining
  C
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  EDU
  Leader
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  Yes
  INT/CHA
  Liaison	
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  No
  CHA
  Listen
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  WIS
  Move	Silently
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  DEX*
  Navigation
  •
  •
  •
  •
  •
  •
  C
  C
  C
  C
  No
  EDU
  Pilot
  C
  C
  •
  C
  C
  C
  C
  C
  C
  •
  No
  INT/DEX
  Profession	[cascade	skill]
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  P/Administration
  C
  C
  •
  C
  C
  C
  C
  C
  C
  •
  No
  WIS
  P/Prospecting
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  Read/Write	Language
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  None
  Recruiting
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  Yes
  EDU
  Ride
  •
  •
  C
  •
  •
  •
  •
  •
  •
  •
  Yes
  DEX
  Search
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  INT
  Sense	Motive
  C
  C
  •
  C
  C
  C
  •
  C
  C
  •
  Yes
  WIS
  Speak	Language
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  None
  Spot
  C
  C
  C
  C
  C
  C
  •
  C
  C
  C
  Yes
  WIS
  Survival
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  Yes
  WIS
  Swim
  •
  •
  •
  •
  •
  •
  •
  C
  C
  C
  Yes
  STR
  Technical	[cascade	skill]
  •
  •
  •
  •
  •
  •
  C
  C
  •
  •
  No
  EDU
  T/Astrogation
  •
  •
  •
  •
  •
  •
  C
  •
  •
  •
  No
  EDU
  T/Communications
  C
  •
  •
  C
  •
  C
  C
  C
  •
  •
  No
  EDU
  T/Computer
  C
  •
  •
  C
  •
  C
  C
  C
  •
  •
  No
  EDU
  T/Electronics
  C
  •
  •
  C
  •
  C
  C
  C
  •
  •
  No
  EDU
  T/Engineering
  •
  •
  •
  •
  •
  •
  C
  •
  •
  •
  No
  EDU
  T/Gravitics
  C
  •
  •
  C
  •
  C
  C
  C
  •
  •
  No
  EDU
  T/Mechanical
  C
  C
  •
  C
  C
  C
  C
  C
  C
  C
  No
  EDU
  T/Medical
  C
  •
  •
  C
  •
  C
  C
  C
  •
  •
  No
  EDU
  T/Sensors
  C
  •
  •
  C
  •
  C
  C
  C
  •
  •
  No
  EDU
  Technosavvy
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  No	
  INT
  Trader
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  INT
  Tumble
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  No
  DEX*
  Use	Alien	Devices
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  No
  WIS
  
  0
  6
  SKIllS
  TABlE: SKIllS (pARAmIlITARy AnD nOn-mIlITARy SERVICE ClASSES)
  Skill
  CON
  Cor
  Dip
  Eng
  Law
  Mrt
  Med	
  Sct
  Untrained
  Key	
  Ability
  Animal	Empathy
  X
  X
  X
  X
  X
  X
  X
  X
  No
  CHA
  Appraise
  C
  •
  C
  •
  C
  •
  •
  •
  Yes
  INT
  Balance
  •
  •
  •
  •
  •
  C
  •
  •
  Yes
  DEX*
  Bluff
  C
  •
  C
  •
  C
  C
  •
  •
  Yes
  CHA
  Bribery
  C
  C
  C
  •
  •
  •
  •
  C
  Yes
  CHA
  Broker
  •
  •
  •
  •
  •
  •
  •
  •
  No
  INT
  Climb
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  STR*
  Combat	Engineering
  •
  •
  •
  •
  •
  •
  •
  •
  No
  INT
  Craft	[cascade	skill]
  C
  •
  •
  •
  •
  •
  •
  •
  Yes
  INT
  Decipher	Script
  X
  X
  X
  X
  X
  X
  X
  X
  No
  INT
  Demolitions
  •
  •
  •
  C
  •
  •
  •
  •
  No
  DEX
  Disguise
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  CHA
  Driving
  •
  C
  •
  C
  C
  C
  C
  C
  Yes
  DEX
  Entertain	[cascade	skill]
  C
  •
  •
  •
  •
  •
  •
  •
  Yes
  CHA
  Forgery
  C
  C
  •
  C
  •
  •
  •
  C
  Yes
  INT/DEX
  Forward	Observer
  •
  C
  •
  •
  •
  •
  •
  •
  No
  INT
  Gambling
  C
  C
  •
  C
  C
  •
  •
  C
  Yes
  INT
  Gather	Information
  •
  C
  •
  •
  C
  •
  C
  C
  Yes
  CHA
  Gunnery
  •
  C
  •
  •
  •
  •
  •
  C
  Yes
  WIS
  Handle	Animal
  •
  •
  •
  •
  •
  •
  •
  •
  No
  CHA
  Hide
  C
  •
  •
  •
  •
  C
  •
  •
  Yes
  DEX*
  Innuendo
  C
  •
  C
  •
  •
  •
  •
  •
  No
  WIS
  Intimidate
  C
  C
  •
  •
  C
  •
  •
  •
  Yes
  CHA
  Intuit	Direction
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  Jump
  •
  •
  •
  •
  •
  C
  •
  •
  Yes
  STR*
  Knowledge	[cascade	skill]
  C
  •
  •
  C
  •
  •
  C
  •
  No
  EDU
  K/Biology
  C
  •
  •
  •
  •
  •
  C
  •
  No
  EDU
  K/Disease
  C
  •
  •
  •
  •
  •
  C
  •
  No
  EDU
  K/Forensics
  C
  •
  •
  C
  C
  •
  C
  •
  No
  EDU
  K/Geology
  C
  •
  •
  C
  •
  •
  C
  •
  No
  EDU
  K/Interstellar	Law
  C
  •
  C
  C
  C
  •
  C
  •
  No
  EDU
  K/Medical	Specialization	
  C
  •
  •
  •
  •
  •
  C
  •
  No
  EDU
  K/Mining
  C
  •
  •
  C
  •
  •
  C
  •
  No
  EDU
  K/(Other)	Law
  C
  •
  •
  C
  C
  •
  C
  •
  No
  EDU
  K/Pharmacy
  C
  •
  •
  •
  •
  •
  C
  •
  No
  EDU
  K/Toxicology
  C
  •
  •
  •
  •
  •
  C
  •
  No
  EDU
  Leader
  •
  C
  C
  C
  C
  C
  •
  C
  Yes
  INT/CHA
  Liaison	
  •
  •
  C
  C
  •
  •
  •
  C
  No
  CHA
  Listen
  •
  •
  •
  •
  •
  C
  •
  •
  Yes
  WIS
  Move	Silently
  C
  •
  •
  •
  C
  C
  •
  •
  Yes
  DEX*
  Navigation
  •
  C
  •
  •
  •
  •
  •
  C
  No
  EDU
  Pilot
  •
  C
  •
  •
  •
  •
  •
  C
  No
  INT/DEX
  Profession	[cascade	skill]
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  P/Administration
  •
  •
  •
  C
  •
  •
  C	
  C
  No	
  WIS
  P/Engineer
  •
  •
  •
  C
  •
  •
  •
  •
  No
  WIS
  P/Diplomat
  •
  •
  C
  •
  •
  •
  •
  •
  No
  WIS
  P/Medic
  •
  •
  •
  •
  •
  •
  C
  •
  No
  WIS
  P/Prospecting
  •
  •
  •
  •
  •
  •
  •
  •
  No
  WIS
  P/Survey
  •
  •
  •
  •
  •
  •
  •
  C
  No
  WIS
  Read/Write	Language
  •
  •
  •
  •
  •
  •
  •
  •
  No
  None
  Recruiting
  •
  C
  •
  •
  •
  •
  •
  •
  Yes
  EDU
  Ride
  •
  •
  •
  •
  •
  •
  •
  C
  Yes
  DEX
  Search
  C
  C
  •
  C
  C
  •
  •
  •
  Yes
  INT
  Sense	Motive
  C
  •
  C
  •
  C
  C
  •
  •
  Yes
  WIS
  Speak	Language
  •
  •
  •
  •
  •
  •
  •
  •
  No
  None
  Spot
  C
  •
  C
  •
  C
  C
  •
  C
  Yes
  WIS
  Survival
  •
  •
  •
  C
  •
  •
  •
  C
  Yes
  WIS
  Swim
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  STR
  Technical	[cascade	skill]
  •
  C
  •
  C
  •
  •
  C
  C
  No
  EDU
  T/Astrogation
  •
  C
  •
  C
  •
  •
  •
  C
  No
  EDU
  T/Communications
  •
  C
  •
  C
  C
  •
  •
  C
  No
  EDU
  T/Computer
  •
  C
  •
  C
  C
  •
  C
  C
  No
  EDU
  T/Electronics
  •
  C
  •
  C
  C
  •
  C
  C
  No
  EDU
  T/Engineering
  •
  C
  •
  C
  •
  •
  •
  C
  No
  EDU
  T/Gravitics
  •
  C
  •
  C
  •
  •
  •
  C
  No
  EDU
  T/Mechanical
  •
  C
  •
  C
  •
  •
  •
  C
  No
  EDU
  T/Medical
  •
  C
  •
  C
  C
  •
  C
  C
  No
  EDU
  T/Sensors
  •
  C
  •
  C
  •
  •
  C
  C
  No
  EDU
  Technosavvy
  X
  X
  X
  X
  X
  X
  X
  X
  No
  INT
  Trader
  •
  •
  •
  •
  •
  •
  •
  •
  Yes
  INT
  Tumble
  •
  •
  •
  •
  •
  C
  •
  •
  No
  DEX*
  Use	Alien	Devices
  X
  X
  X
  X
  X
  X
  X
  X
  No
  WIS
  
  02
  6
  SKIllS
  TABlE: SKIllS (pRESTIgE ClASSES)
  Skill
  Ace
  Anc
  Bgh
  Psi
  TAS
  Untrained
  Key	Ability
  Ancients	Lore
  X
  C
  X
  X
  X
  No
  EDU
  Animal	Empathy
  X
  X
  C
  X
  X
  No
  CHA
  Appraise
  •
  •
  •
  C
  •
  Yes
  INT
  Balance
  •
  •
  •
  •
  •
  Yes
  DEX*
  Bluff
  •
  •
  •
  •
  C
  Yes
  CHA
  Bribery
  •
  •
  •
  •
  C
  Yes
  CHA
  Broker
  •
  •
  •
  •
  •
  No
  INT
  Climb
  •
  •
  •
  •
  •
  Yes
  STR*
  Combat	Engineering
  •
  •
  •
  •
  •
  No
  INT
  Craft	[cascade	skill]
  •
  •
  •
  C
  •
  Yes
  INT
  Decipher	Script
  X
  C
  X
  X
  X
  No
  INT
  Demolitions
  •
  •
  •
  •
  •
  No
  DEX
  Disguise
  •
  •
  •
  •
  •
  Yes
  CHA
  Driving
  C
  •
  •
  C
  •
  Yes
  DEX
  Entertain	[cascade	skill]
  •
  •
  •
  •
  •
  Yes
  CHA
  Forgery
  •
  •
  •
  •
  •
  Yes
  INT/DEX
  Forward	Observer
  •
  •
  •
  •
  •
  No
  INT
  Gambling
  C
  •
  C
  •
  •
  Yes
  INT
  Gather	Information
  C
  C
  •
  •
  C
  Yes
  CHA
  Gunnery
  C
  •
  •
  •
  •
  Yes
  WIS
  Handle	Animal
  •
  •
  C
  •
  •
  No
  CHA
  Hide
  •
  •
  C
  •
  •
  Yes
  DEX*
  Innuendo
  •
  •
  •
  •
  •
  No
  WIS
  Intimidate
  •
  •
  •
  •
  C
  Yes
  CHA
  Intuit	Direction
  •
  C
  C
  •
  •
  No
  WIS
  Jump
  •
  •
  C
  •
  •
  Yes
  STR*
  Knowledge	[cascade	skill]
  •
  C
  •
  C
  C
  No
  EDU
  K/(Animal	Type)
  •
  •
  C
  •
  C
  No
  EDU
  K/Geology
  •
  C
  •
  •
  C
  No
  EDU
  K/Interstellar	Law
  •
  C
  •
  •
  C
  No
  EDU
  K/Mining
  •
  C
  •
  •
  C
  No
  EDU
  Leader
  C
  •
  C
  •
  •
  Yes
  INT/CHA
  Liaison	
  •
  •
  C
  •
  C
  No
  CHA
  Listen
  •
  •
  C
  •
  •
  Yes
  WIS
  Move	Silently
  •
  •
  C
  •
  •
  Yes
  DEX*
  Navigation
  •
  C
  C
  C
  •
  No
  EDU
  Pilot
  C
  •
  •
  •
  •
  No
  INT/DEX
  Profession	[cascade	skill]
  •
  •
  •
  C
  •
  No
  WIS
  P/Administration
  •
  •
  •
  C
  C
  No
  WIS
  P/Journalist
  •
  •
  •
  C
  C
  No	
  WIS
  P/Prospecting
  •
  C
  •
  C
  •
  No
  WIS
  P/Survey
  •
  C
  •
  C
  •
  No
  WIS
  Psionic/Awareness
  X
  X
  X
  C
  X
  No
  Psi
  Psionic/Clairvoyance	
  X
  X
  X
  C
  X
  No
  Psi
  Psionic/Telekinesis
  X
  X
  X
  C
  X
  No
  Psi
  Psionic/Telepathy
  X
  X
  X
  C
  X
  No
  Psi
  Psionic/Teleportation
  X
  X
  X
  C
  	X
  No
  Psi
  Read/Write	Language
  •
  C
  •
  •
  C
  No
  None
  Recruiting
  C
  •
  •
  •
  •
  Yes
  EDU
  Ride
  •
  •
  C
  •
  •
  Yes
  DEX
  Search
  •
  •
  C
  •
  •
  Yes
  INT
  Sense	Motive
  •
  •
  •
  •
  C
  Yes
  WIS
  Speak	Language
  •
  C
  •
  •
  C
  No
  None
  Spot
  C
  •
  C
  •
  •
  Yes
  WIS
  Survival
  C
  •
  C
  •
  •
  Yes
  WIS
  Swim
  •
  •
  •
  •
  •
  Yes
  STR
  Technical	[cascade	skill]
  •
  C
  •
  •
  •
  No
  EDU
  T/Astrogation
  •
  C
  •
  •
  •
  No
  EDU
  T/Communications
  C
  C
  •
  C
  C
  No
  EDU
  T/Computer
  C
  C
  •
  C
  C
  No
  EDU
  T/Electronics
  C
  C
  •
  C
  •
  No
  EDU
  T/Engineering
  •
  C
  •
  •
  •
  No
  EDU
  T/Gravitics
  •
  C
  •
  •
  •
  No
  EDU
  T/Mechanical
  C
  C
  •
  C
  •
  No
  EDU
  T/Medical
  •
  C
  C
  C
  •
  No
  EDU
  T/Sensors
  •
  C
  •
  •
  •
  No
  EDU
  Technosavvy
  X
  X
  X
  X
  X
  No
  INT
  Trader
  •
  •
  •
  •
  •
  Yes
  INT
  Tumble
  •
  •
  •
  •
  •
  No
  DEX*
  Use	Alien	Devices
  X
  C
  X
  X
  X
  No
  WIS
  
  03
  6
  SKIllS
  SKIll DESCRIpTIOnS
  	
  Each	 skill	 description	 is	 typically	 detailed	 in	 the	 following	
  format.	If	a	section	does	not	apply	to	a	skill,	it	will	not	appear	in	
  the	description	format.
  SKIll nAmE (KEy ABIlITy)
  Trained Only; Armor Check Penalty; [Class Name] Only
  	
  The	skill	name	line	includes	the	following	information:
  	
  key Ability: The abbreviation of the ability whose modifier 
  applies	 to	 the	 skill	 check.	 Some	 skills	 have	 two	 key	 abilities	
  listed,	in	which	case	the	character	may	choose	to	use	the	ability	
  they	have	the	higher	score	in.	Exceptions:	Speak	Language	has	
  “None”	listed	as	its	key	ability	because	the	use	of	this	skill	does	
  not	require	a	check.
  	
  Trained Only:	If	“Trained	Only”	is	included	in	the	skill	name	
  line,	the	character	must	have	at	least		rank	in	the	skill	to	use	it.	
  If	it	is	omitted,	the	skill	can	be	used	untrained	(with	a	rank	of	0).	
  If	any	special	notes	apply	to	trained	or	untrained	use,	they	are	
  covered	in	the	Special	section	(see	below).
  	
  Armor Check Penalty:	Apply	any	armor	check	penalty	to	
  skill	checks	for	this	skill.
  	
  [Class Name] Only:	The	skill	is	exclusive	to	a	certain	class	
  or	classes.	Only	characters	of	the	named	classes	may	learn	or	
  use	the	skill.	If	it	is	omitted,	the	skill	is	not	exclusive	and	may	be	
  used	by	a	character	of	any	class.	
  	
  	
  The	skill	name	line	is	followed	by	a	general	description	of	
  what	 using	 the	 skill	 represents.	After	 the	 description	 are	 three	
  other	types	of	information:
  	
  Check:	 What	 the	 character	 can	 do	 with	 a	 successful	 skill	
  check,	how	much	time	it	takes	to	make	a	check,	and	the	DC	of	
  the	check.	
  	
  Retry:	Any	conditions	that	apply	to	successive	attempts	to	
  use	the	skill	successfully.	If	this	paragraph	is	omitted,	the	skill	
  can	be	retried	without	any	inherent	penalty	other	than	consuming	
  additional	time.	
  	
  Special:	 Any	 extra	 facts	 that	 apply	 to	 the	 skill,	 such	 as	
  rules	 regarding	 untrained	 use,	 or	 if	 this	 skill	 has	 a	 synergistic	
  relationship with other skills, or benefits that certain characters 
  receive	because	of	class	or	race.	
  AnCIEnTS lORE (EDU)
  Trained Only; Ancients Hunters Only
  	
  The	 character	 has	 collected	 a	 vast	 range	 of	 seemingly	
  unrelated	 information	 on	 the	 Ancients,	 and	 has	 managed	 to	
  make	links	between	some	fragments.	This	allows	the	occasional	
  insight	into	the	nature	of	the	Ancients	and	their	devices.	Most	of	
  the	things	“known”	to	a	student	of	Ancients	Lore	are	contradictory,	
  incomplete,	tenuous,	and	often	wildly	wrong.	Attempts	to	explain	
  conclusions	drawn	using	this	skill	to	non-Ancients	Lore	students	
  come	out	as	little	more	than	gobbledygook.	However,	there	are	
  enough	 right	 guesses	 and	 instinctive	 connections	 among	 the	
  character’s	misconceptions	and	wacky	theories	that	occasionally	
  she	will	be	able	to	discern	the	function	or	even	the	way	to	use	an	
  Ancients	site,	device,	or	inscription.
  	
  Ancients	Lore	is	exclusive	to	the	Ancients	Hunter	class,	and	
  is	very	expensive	to	learn	at	5	skill	points	per	rank.	It	differs	from	
  K/Ancients	in	one	important	way.	K/Ancients	represents	the	body	
  of	conventional	knowledge	possessed	by	Human	scientists	about	
  the	Ancients:	known	sites,	phenomena,	standard	theories,	and	so	
  on.	Much	of	the	information	known	by	a	character	with	K/Ancients	
  is	mundane	and	(in	many	cases)	just	plain	wrong.
  	
  Check:	When	confronted	with	an	Ancients	site	or	device,	the	
  Ancients	Hunter	may	make	a	skill	check	at	a	DC	determined	by	
  the	Referee	to	see	if	she	can	apply	her	knowledge	to	it.	Simple	
  sites	will	start	at	DC	5,	more	unusual	ones	at	25	or	even	35.	
  Devices	begin	at	DC	20	for	the	simplest	artifacts.	If	the	character	
  makes	her	check,	she	can	at	explain	the	function	of	the	site	or	
  object	(at	least	in	general	terms),	and	gains	a	+5	bonus	to	all	
  attempts	to	operate	a	device,	avoid	hazards	of	a	site,	etc.
  	
  Retry:	No	retry	is	possible.	Either	a	character	can	make	the	
  right	connections	and	apply	the	right	knowledge	to	any	given	site,	
  or	she	can’t.	A	retry	is	allowed	if	the	character	has	gained	at	least	
  one	level	as	an	Ancients	Hunter	since	the	last	visit	to	a	given	site	
  or	attempt	to	study	a	device.
  AnImAl EmpATHy (CHA)
  Trained Only; Barbarians and Big Game Hunters Only
   
  The character has the ability to influence the reactions of 
  animals	such	as	calming	a	barking	dog,	or	soothing	a	stalking	
  carnivore	before	it	pounces.
  	
  Check:	The	character	can	improve	the	attitude	of	an	animal	
  with	a	successful	check.	To	use	the	skill,	the	character	and	the	
  animal	must	be	able	to	study	each	other,	noting	each	other’s	body	
  language,	vocalizations,	and	general	demeanor.	This	means	that	
  the	character	must	be	within	0	meters	under	normal	conditions.
   
  Generally, influencing an animal in this way takes 1 minute, 
  but	it	might	take	more	or	less	time.
  	
  Retry: As with attempts to influence people, retries on the 
  same	 animal	 generally	 don’t	 work	 (or	 don’t	 work	 any	 better),	
  whether	the	character	has	succeeded	or	not.
  AppRAISE (InT)
  	
  The	character	is	adept	at	determining	the	value	of	an	object,	
  from	artwork	dating	back	to	the	Ziru	Sirka	to	rare	artifacts	plucked	
  from	the	shifting	sands	of	Saanshakase.
  	
  Check:	The	character	can	appraise	common	or	well-known	
  objects	to	within	0%	of	their	value	(DC	2).	Failure	means	the	
  character	estimates	the	value	at	50%	to	50%	of	actual	value.	
  The	Referee	secretly	rolls	2d6+3,	multiplies	by	0%,	multiplies	
  the	actual	value	by	that	percentage,	and	tells	the	character	that	
  value	for	the	item.
  	
  Rare	 or	 exotic	 items	 require	 a	 successful	 check	 against	
  DC	5,	20,	or	higher.	If	successful,	the	character	estimates	the	
  value	at	70%	to	30%	of	its	actual	value.	The	Referee	secretly	
  rolls	2d4+5,	multiplies	by	0%,	multiplies	the	actual	value	by	that	
  percentage,	and	tells	the	character	that	value	for	the	item.	Failure	
  means	the	character	cannot	estimate	the	item’s	value.
  	
  An	electronic	or	optical	magnifying	aid	such	as	a	jeweler’s	
  lens	or	an	electronic	equivalent	gives	a	+2	circumstance	bonus	to	
  Appraise	checks	involving	any	item	that	is	small	or	highly	detailed,	
  such	as	a	gem.	A	merchant’s	scale	or	similar	device	gives	a	+2	
  circumstance	bonus	to	Appraise	checks	involving	any	items	that	
  are	valued	by	weight,	including	anything	made	of	precious	metals.	
  These	bonuses	stack.
  	
  Appraising	an	item	takes		minute.
  	
  Retry:	Not	on	the	same	object,	regardless	of	success.
  	
  Special:	The	check	may	be	made	untrained.	For	common	
  items,	failure	means	no	estimate.	For	rare	items,	success	means	
  an	estimate	of	50%	to	50%	(2d6+3	times	0%).
  BAlAnCE (DEx)
  Armor Check Penalty
  	
  The	 character	 is	 skilled	 at	 keeping	 his	 or	 her	 balance	 in	
  precarious	situations	such	as	walking	the	ledge	on	the	outside	
  of	 a	 building,	 a	 slippery	 or	 unstable	 surface,	 or	 any	 similar	
  environment.
  	
  Check:	The	character	can	walk	on	a	precarious	surface	as	
  a	move-equivalent	action.	A	successful	check	lets	the	character	
  move	at	half	the	character’s	speed	along	the	surface	for		round.	
  
  04
  6
  SKIllS
  A	failure	means	that	the	character	cannot	move	for		round.	A	
  failure	by	5	or	more	means	that	the	character	falls.	
   
  The difficulty varies with the surface:
  Surface
  DC
  8–30	cm	wide
  0
  5–7	cm	wide
  5
  Less	than	5	cm	wide
  20
  Uneven	Floor
  0
  Surface	Angled
  +5*
  Surface	Slippery
  +5*
  *Cumulative,	if	both	apply,	use	both.
  	
  Being Attacked while Balancing:	 Attacks	 against	 the	
  character	are	made	as	if	the	character	were	off	balance:	They	
  gain	a	+2	attack	bonus,	and	the	character	loses	any	Dexterity	
  bonus	to	AC.	If	the	character	has	5	or	more	ranks	in	Balance,	
  then	the	character	can	retain	the	Dexterity	bonus	to	AC	(if	any)	in	
  the	face	of	attacks.	If	the	character	takes	damage,	the	character	
  must	make	a	check	again	to	stay	balanced.
  	
  Accelerated Movement:	 The	 character	 can	 try	 to	 walk	 a	
  precarious	 surface	 more	 quickly	 than	 normal.	 If	 the	 character	
  accepts	a	–5	penalty,	the	character	can	move	at	normal	speed	as	
  a	move-equivalent	action.	(Moving	twice	the	character’s	speed	in	
  a	round	requires	two	checks.)
  	
  Special:	If	the	character	has	5	or	more	ranks	in	Tumble,	the	
  character	gets	a	+2	synergy	bonus	on	Balance	checks.
  BlUFF (CHA)
  	
  The	character	has	the	ability	to	convince	others	of	even	the	
  most	outrageous	of	stories	through	a	combination	of	fast-talking,	
  body	language,	misdirection	and	other	tricks	of	the	trade.
  	
  Check:	 A	 Bluff	 check	 is	 opposed	 by	 the	 target’s	 Sense	
  Motive	check.	Favorable	and	unfavorable	circumstances	weigh	
  heavily	on	the	outcome	of	a	bluff.	Two	circumstances	can	weigh	
  against	the	character:	The	bluff	is	hard	to	believe,	or	the	action	
  that	the	target	is	to	take	goes	against	the	target’s	self-interest,	
  nature,	personality,	orders,	etc.	If	it	is	important,	the	Referee	can	
  distinguish	between	a	bluff	that	fails	because	the	target	doesn’t	
  believe	it	and	one	that	fails	because	it	just	asks	too	much	of	the	
  target.	For	instance,	if	the	target	gets	a	+0	bonus	because	the	
  bluff	demands	something	risky	of	them,	and	the	Sense	Motive	
  check	 succeeds	 by	 0	 or	 less,	 then	 the	 target	 didn’t	 so	 much	
  see	through	the	bluff	as	prove	reluctant	to	go	along	with	it.	If	the	
  target	succeeds	by		or	more,	he	has	seen	through	the	bluff	
  (and	would	have	done	so	even	if	it	had	not	entailed	any	demand	
  on	him).
  	
  A	successful	Bluff	check	indicates	that	the	target	reacts	as	
  the	character	wishes,	at	least	for	a	short	time	(usually		round	
  or	less)	or	believes	something	that	the	character	wants	him	to	
  believe.
  	
  A	 bluff	 requires	 interaction	 between	 the	 character	 and	 the	
  target.	Creatures	unaware	of	the	character	cannot	be	bluffed.	A	
  bluff	always	takes	at	least		round	(and	is	at	least	a	full-round	
  action)	but	can	take	much	longer	if	the	character	tries	something	
  elaborate.
  	
  Feinting in Combat:	The	 character	 can	 also	 use	 Bluff	 to	
  mislead	 an	 opponent	 in	 combat	 so	 that	 he	 cannot	 dodge	 the	
  character’s	 attack	 effectively.	 Doing	 so	 is	 a	 miscellaneous	
  standard	action	that	does	not	draw	an	attack	of	opportunity.	If	
  the	character	is	successful,	the	next	attack	the	character	makes	
  against	the	target	does	not	allow	him	to	use	his	Dexterity	bonus	
  to	Armor	Class	(if	any).	This	attack	must	be	made	on	or	before	the	
  bluffing character’s next turn. Feinting in this way against an alien 
  is difficult because it is harder to read a strange creature’s body 
  language;	the	character	suffers	a	–4	penalty.	Against	a	creature	of	
  animal Intelligence (1 or 2) bluffing is even harder; the character 
  suffers a –8 penalty. Against a non-intelligent creature, bluffing is 
  impossible.
  	
  Creating a Diversion to Hide:	The	character	can	use	Bluff	
  to	 help	 the	 character	 hide.	A	 successful	 Bluff	 check	 can	 give	
  the	 character	 the	 momentary	 diversion	 the	 character	 needs	 to	
  attempt	a	Hide	check	while	people	are	aware	of	the	character.
  	
  Retry:	 Generally,	 a	 failed	 Bluff	 check	 makes	 the	 target	
  too	 suspicious	 for	 a	 bluffer	 to	 try	 another	 ruse	 in	 the	 same	
  circumstances.	For	feinting	in	combat,	the	character	may	retry	
  freely,	though	each	feint	attempt	is	a	new	miscellaneous	standard	
  action.
  	
  Special:	Having	5	or	more	ranks	in	Bluff	gives	the	character	
  a	 +2	 synergy	 bonus	 on	 Intimidate	 checks	 and	 a	 +2	 synergy	
  bonus	on	Innuendo	checks	to	transmit	a	message.	Also,	if	the	
  character	has	5	or	more	ranks	of	Bluff,	they	get	a	+2	synergy	
  bonus on Disguise checks when they act “in character” to fit the 
  disguise	 and	 a	 +2	 synergy	 bonus	 on	 P/Administration	 checks	
  when	attempting	to	get	past	customs	or	other	situations	requiring	
  paperwork	or	similar	bureaucratic	hassles.
  	
  Nobles	 with	 the	 Noble	 Indignance	 class	 feature	 may	 use	
  their	Social	Standing	in	place	of	Charisma	as	the	key	ability	for	
  this	skill.
  BRIBERy (CHA)
  	
  The	 character	 has	 experience	 in	 bribing	 petty	 and	 not-
  so-petty officials in order to circumvent regulations or ignore 
  cumbersome	laws.
  	
  Check:	If	the	bribe	is	less	than	the	minimum	bribe	required,	
  the	attempt	will	automatically	fail.	Characters	may	offer	more	than	
  the	minimum	bribe	required	and	receive	a	–	on	the	DC	for	each	
  multiple	of	the	bribe	offered.	For	example,	a	character	trying	to	
  bribe	 a	 4th level official to ignore a minor smuggling infraction 
  would	have	to	offer	a	minimum	bribe	of	Cr200.	If	the	character	
  offered	Cr400	instead	the	character	could	subtract	–	from	the	
  task	DC.	If	Cr600	were	offered,	the	character	could	subtract	–2	
  from	the	task	DC,	etc.
  Offense
  DC
  Minimum Bribe
  Petty	Crime	or	
  Infraction
  5	+	World	Law	
  Level
  Cr0	per	level	of	
  official
  Misdemeanor,	
  Minor	Infraction
  0	+	World	Law	
  Level
  Cr50	per	level	of	
  official
  Serious	Crime,	
  Serious	Infraction
  5	+	World	Law	
  Level
  Cr00	per	level	of	
  official
  Major	Felony,	
  Grievous	Infraction
  20	+	World	Law	
  Level
  Cr500	per	level	of	
  official
  Modifiers
  DC Modifier
  No	skill	ranks
  +5
  Per	doubling	of	bribe	amount
  -
  	
  Retry: If the first offer is refused, a character may make a 
  second	attempt	at	twice	the	previous	value	of	the	bribe.
  	
  Special:	If	both	attempts	are	refused	(failed),	the	Referee	
  should	 have	 the	 character	 make	 an	 opposed	 Charisma	 ability	
  check	vs.	the	World	Law	Level	(d20	+	Law	Level).	If	this	also	
  fails,	the	NPC	will	bring	the	character	up	on	charges	of	attempted	
  
  05
  6
  SKIllS
  bribery.
  	
  Nobles	 with	 the	 Noble	 Indignance	 class	 feature	 may	 use	
  their	Social	Standing	in	place	of	Charisma	as	the	key	ability	for	
  this	skill.
  BROKER (InT)
  	
  A	broker	is	skilled	in	facilitating	the	purchase	and	resale	of	
  commercial	goods,	as	per	the	Trade	and	Commerce	rules.	
  	
  Check:	A	character	may	apply	their	Broker	skill	whenever	
  they	must	consult	the	Trade	and	Commerce	Actual	Value	Table	
  (See	THB).
  ClImB (STR)
  Armor Check Penalty
   
  The character is proficient at traversing many types of 
  surfaces,	including	ropes,	rock	faces,	building	facades,	etc,	with	
  and	without	tools	and	other	climbing	equipment.	
  	
  Check:	 With	 each	 successful	 Climb	 check,	 the	 character	
  can	 advance	 up,	 down,	 or	 across	 a	 slope	 or	 a	 wall	 or	 other	
  steep	incline	(or	even	a	ceiling	with	handholds)	at	one-half	the	
  character’s	 speed	 as	 a	 miscellaneous	 full-round	 action.	 The	
  character	can	move	half	that	far	(one-fourth	of	the	character’s	
  speed)	 as	 a	 miscellaneous	 move-equivalent	 action.	A	 slope	 is	
  considered	to	be	any	incline	of	less	than	60	degrees;	a	wall	is	any	
  incline	of	60	degrees	or	steeper.
  	
  A	 failed	 Climb	 check	 means	 that	 the	 character	 makes	 no	
  progress,	 and	 a	 check	 that	 fails	 by	 5	 or	 more	 means	 that	 the	
  character	falls	from	whatever	height	he	has	already	attained.
  	
  A	 climber’s	 kit	 gives	 a	 +2	 circumstance	 bonus	 to	 Climb	
  checks.
  	
  The	DC	of	the	check	depends	on	the	conditions	of	the	climb.	
  The	following	examples	are	for	a	normal	Human	under	standards	
  gravitic	 and	 atmospheric	 conditions.	 High	 gravity,	 wind	 etc	 will	
  raise	the	DC	of	the	task.
  DC
  Example Wall or Surface
  0
  A	slope	too	steep	to	walk	up.	A	knotted	rope	with	a	wall	
  to	brace	against.
  5
  A	rope	with	a	wall	to	brace	against,	or	a	knotted	rope.
  0
  A	surface	with	ledges	to	hold	on	to	and	stand	on,	such	
  as	a	very	rough	wall	or	a	sailing	ship’s	rigging.
  5
  Any	 surface	 with	 adequate	 handholds	 and	 footholds	
  (natural or artificial), such as a very rough natural rock 
  surface	or	an	unknotted	rope.
  20
  An	uneven	surface	with	some	narrow	handholds	and	
  footholds,	such	as	a	typical	wall	in	a	ruined	structure.
  25
  A	rough	surface,	such	as	a	natural	rock	wall	or	a	brick	
  wall.
  25
  Overhang	or	ceiling	with	handholds	but	no	footholds.
  —
  A perfectly smooth, flat, vertical surface cannot be 
  climbed.
  Modifiers
  –0*
  Climbing a chimney (artificial or natural) or other 
  location	where	one	can	brace	against	two	opposite	walls	
  (reduces	DC	by	0).
  –5*
  Climbing	a	corner	where	the	character	can	brace	against	
  perpendicular	walls	(reduces	DC	by	5).
  +5*
  Surface	is	slippery	(increases	DC	by	5).
  *These modifiers are cumulative; use any and all that apply.
  	
  Since	the	character	can’t	move	to	avoid	a	blow	while	climbing,	
  enemies	can	attack	as	if	the	character	were	stunned:	An	attacker	
  gets	a	+2	bonus,	and	the	character	loses	any	Dexterity	bonus	to	
  Armor	Class.	
  	
  It	is	not	possible	to	use	a	shield	while	climbing.
  	
  Any	time	the	character	takes	damage	while	climbing,	make	
  a	Climb	check	against	the	DC	of	the	slope	or	wall.	Failure	means	
  the	 character	 falls	 from	 his	 current	 height	 and	 sustains	 the	
  appropriate	falling	damage.
  	
  Accelerated Climbing:	The	 character	 tries	 to	 climb	 more	
  quickly	 than	 normal.	As	 a	 miscellaneous	 full-round	 action,	 the	
  character	 can	 attempt	 to	 cover	 the	 character’s	 full	 speed	 in	
  climbing	distance,	but	suffers	a	–5	penalty	on	Climb	checks	AND	
  the	character	must	make	two	checks	each	round.	Each	successful	
  check	allows	the	character	to	climb	a	distance	equal	to	one-half	
  the	character’s	speed.	By	accepting	the	–5	penalty,	the	character	
  can	move	this	far	as	a	move-equivalent	action	rather	than	as	a	
  full-round	action.
  	
  Making the character’s Own Handholds and Footholds:	
  The	character	can	make	his	or	her	own	handholds	and	footholds	
  by	pounding	pitons	into	a	wall.	Doing	so	takes		minute	per	piton,	
  and	one	piton	is	needed	per		meter.	As	with	any	surface	with	
  handholds	and	footholds,	a	wall	with	pitons	in	it	has	a	DC	of	5.	
  In	the	same	way,	a	climber	with	a	hand	axe	or	similar	implement	
  can	cut	holds	in	an	ice	wall.
  	
  Catching One’s Self When Falling:	 It	 is	 practically	
  impossible	to	catch	one’s	self	on	a	wall	or	other	vertical	surface	
  while	falling.	Make	a	Climb	check	(DC	=	wall’s	DC	+	20)	to	do	so.	
  A	slope	is	a	lot	easier	to	catch	one’s	self	on	(DC	=	slope’s	DC	+	
  0).
   
  COmBAT EngInEERIng (InT)
  Trained Only
  	
  The	individual	has	practical	experience	as	well	as	training	in	
  a	variety	of	combat	engineering	skills.
   
  Combat engineering involves the rapid construction of field 
  fortifications, their camouflage, the assessment of their ability to 
  withstand enemy fire, mine and sensor placement and clearance, 
  temporary	bridge	building,	etc.
  	
  Camouflage:	A	combat	engineer	is	able	to	hide	and	disguise	
  combat emplacements, fortifications, and even vehicles, making 
  them	much	harder	to	spot	by	both	ground	and	aerial	observation.	
  The base DC to Spot a camouflaged item is 25 + the Combat 
  Engineering skill of the character that set up the camouflage. 
  	
  It	is	also	easier	for	a	character	with	this	skill	to	spot	likely	
  locations of enemy positions, and recognize signs of camouflaging. 
  When	 searching	 for	 enemy	 emplacements	 the	 Referee	 should	
  make	a	secret	skill	check	for	the	character	against	a	DC	equal	to	
  the camouflage rating of the emplacements (if any). A Spot check 
  can	also	be	used	in	place	of	Combat	Engineering	skill	when	trying	
  to	spot	enemy	emplacements,	but	this	incurs	a	–4	penalty	to	the	
  roll.
  	
  Booby Traps and Land Mines:	 The	 combat	 engineer	 is	
  trained	in	setting	up	and	detecting	booby	traps	and	land	mines.	
  When setting up a booby trap or laying a minefield, the character 
  makes	his	Combat	Engineering	skill	check	to	set	the	DC,	as	for	
  camouflage.
  	
  Retry:	Can	only	be	attempted	once	per	day	for	any	given	
  task.
  	
  Special:	 A	 character	 with	 5	 or	 more	 ranks	 in	 Combat	
  Engineering	 will	 enjoy	 a	 +2	 synergy	 bonus	 on	 Demolitions	
  skill	 checks	 when	 placing	 demo	 charges	 on	 buildings,	 combat	
  emplacements,	or	similar	structures.
  CRAFT (InT/DEx)
  	
  Craft	is	actually	a	number	of	separate	skills.	For	instance,	the	
  
  06
  6
  SKIllS
  character	could	have	the	skill	Craft	(Gunsmithing).	The	character’s	
  ranks	in	that	skill	don’t	affect	any	checks	the	character	happens	
  to	make	for	painting	or	woodworking,	for	example.	The	character	
  could	 have	 several	 Craft	 skills,	 each	 with	 its	 own	 ranks,	 each	
  purchased	as	a	separate	skill.	
   
  A Craft skill is specifically focused on creating items of utility 
  and/or	 beauty	 such	 as	 custom	 weaponry,	 sculpting,	 painting,	
  woodworking,	 pottery,	 and	 similar	 tasks.	 When	 this	 skill	 is	
  selected, the character immediately must pick a specific type of 
  craft	that	is	represented	by	the	skill.
  	
  Check:	 The	 character	 can	 practice	 a	 trade	 and	 make	 a	
  decent	living,	earning	about	half	the	check	result	x	40	in	Credits	
  per	week	of	dedicated	work.	The	character	knows	how	to	use	
  the	tools	of	the	trade,	how	to	perform	the	craft’s	daily	tasks,	how	
  to	 supervise	 untrained	 helpers,	 and	 how	 to	 handle	 common	
  problems.	(Untrained	laborers	and	assistants	earn	an	average	of	
  Cr75	per	day.)
  	
  However,	 the	 basic	 function	 of	 the	 Craft	 skill	 is	 to	 allow	
  the	 character	 to	 make	 an	 item	 of	 the	 appropriate	 type.	 The	
  DC depends on the difficulty of the item created. The DC, the 
  character’s	 check	 results,	 and	 the	 price	 of	 the	 item	 determine	
  how long it takes to make the item. The item’s finished price also 
  determines	the	cost	of	raw	materials.	(In	the	game	world,	it	is	
  the	skill	level	required,	the	time	required,	and	the	raw	materials	
  required	 that	 determine	 an	 item’s	 price.	 That’s	 why	 the	 item’s	
  price	and	DC	determine	how	long	it	takes	to	make	the	item	and	
  the	cost	of	the	raw	materials.)
  	
  All	crafts	require	artisan’s	tools	to	give	the	best	chance	of	
  success;	if	improvised	tools	are	used	instead,	the	check	is	made	
  with	a	–2	circumstance	penalty.
  	
  To	determine	how	much	time	and	money	it	takes	to	make	an	
  item:
  	
  .	Have	the	Referee	set	a	DC	for	the	item	to	be	crafted.
   
  2. Pay one-third the item’s final value in raw materials.
  	
  3.	Make	a	skill	check	representing	one	week’s	work.
   
  If the check succeeds, find the current “work value” by 
  multiplying	the	check	result	by	the	DC	and	dividing	by	0.	If	the	
  work	value	equals	the	price	of	the	item,	then	the	character	has	
  completed	the	item.	If	the	work	value	is	double	or	triple	the	price	
  of	the	item	then	the	character	has	completed	the	task	in	one-half	
  or	one-third	the	time,	and	so	on.	If	the	work	value	is	less	than	
  the	price,	it	represents	the	progress	the	character	has	made	this	
  week.	Record	the	result	and	make	a	check	for	the	next	week.	
  Each	 week	 the	 character	 makes	 more	 progress	 until	 the	 total	
  work	value	reaches	the	price	of	the	item.
  	
  If	the	character	fails	the	check,	he	makes	no	progress	this	
  week.	 If	 the	 character	 fails	 by	 5	 or	 more,	 the	 character	 ruins	
  half	the	raw	materials	and	will	have	to	pay	half	the	original	raw	
  material	cost	again.	A	failure	by	0	or	more	indicates	the	whole	
  piece	is	ruined.	All	work	value	is	lost	and	new	materials	must	be	
  obtained	for	the	character	to	start	over.
  	
  Progress by the Day:	The	character	can	make	checks	by	
  the	day	instead	of	by	the	week,	in	which	case	the	character’s	
  progress	(result	times	DC)	is	at	one	tenth	the	weekly	rate.
  	
  Creating Masterwork Items:	 The	 character	 can	 make	 a	
  masterwork	item	(an	item	that	conveys	a	bonus	to	its	use	through	
  its	exceptional	craftsmanship).	To	create	a	masterwork	version	of	
  an	item	on	the	table	below,	the	character	creates	the	masterwork	
  component	as	if	it	were	a	separate	item	in	addition	to	the	standard	
  item.	The	masterwork	component	has	its	own	price	and	DC.	Once	
  both	 the	 standard	 component	 and	 the	 masterwork	 component	
  are completed, the masterwork item is finished. (Note: The price 
  the	character	pays	for	the	masterwork	component	is	one-third	of	
  the	given	amount,	just	as	it	is	for	the	price	in	raw	materials.)
  	
  Masterwork	tools	add	a	+2	circumstance	bonus	to	related	
  skill	 checks	 (if	 any).	 Masterwork	 weapons	 add	 a	 +	 bonus	 to	
  attack	rolls.	Masterwork	items	usually	sell	for	at	least	twice	their	
  normal	value.
  TABlE: Craft Construction
  Item
  Craft
  DC
  Small	Firearms
  Gunsmithing
  2
  Medium	Firearms
  Gunsmithing
  5
  Machineguns
  Gunsmithing
  8
  Bows,	Crossbows
  Weaponsmith
  5
  Small	Melee	Weapons
  Weaponsmith
  0
  Medium	Melee	Weapons
  Weaponsmith
  2
  Large	Melee	Weapons
  Weaponsmith
  5
  Very	simple	item
  Varies
  5
  Typical	item
  Varies
  0
  High-quality	item
  Varies
  5
  Complex	or	superior	item
  Varies
  20
  	
  Retry:	Yes,	but	each	time	the	check	is	missed	by	5	or	more,	
  the	character	ruins	half	the	raw	materials	or	may	have	to	start	
  again	(see	above).
  DECIpHER SCRIpT (InT)
  Trained Only; Academic Only
   
  The character is capable of figuring out the meaning and 
  general (non-specific) content of written, chiseled, carved or 
  drawn	 communications	 such	 as	 alien	 symbols,	 fragments	 of	
  an	decree	by	an	ancient	and	long	dead	civilization,	or	even	the	
  graffiti scrawled by local gangs on the walls of buildings in the 
  local	startown.	
  	
  Check:	The	character	can	decipher	writing	in	an	unfamiliar	
  language	or	a	message	written	in	an	incomplete	or	alien	form.	The	
  base	DC	is	20	for	the	simplest	messages,	25	for	standard	texts,	
  and	30	or	higher	for	intricate,	exotic,	alien,	or	very	old	writing.
  	
  If	the	check	succeeds,	the	character	understands	the	general	
  content	of	a	piece	of	writing,	reading	about	one	page	of	text	(or	
  its	equivalent)	in		minute.	If	the	check	fails,	the	Referee	makes	
  a	secret	Wisdom	check	(DC	5)	for	the	character.	Success	means	
  that	the	character	fails	to	determine	any	meaning	but	does	not	
  draw	a	false	conclusion	from	the	text.	Failure	means	that	he	or	
  she	has	gained	an	erroneous	impression.)
  	
  The	 Referee	 secretly	 makes	 both	 the	 skill	 check	 and	 (if	
  necessary)	the	Wisdom	check	so	the	player	cannot	tell	whether	
  the	conclusion	their	character	draws	is	true	or	false.
  	
  Retry:	No.
  	
  Special:	 When	 attempting	 to	 encrypt	 or	 decrypt	 data	 via	
  computer,	a	skill	rank	of	5	or	more	in	Decipher	Script	will	add	a	+2	
  synergy modifier.
  DEmOlITIOnS (DEx)
  Trained Only
  	
  The	 individual	 is	 trained	 and	 experienced	 in	 the	 handling,	
  placement, and efficient use of explosives. See Demolitions for 
  more	information.
  	
  Special:	 A	 character	 with	 5	 or	 more	 ranks	 in	 Combat	
  Engineering	 will	 enjoy	 a	 +2	 synergy	 bonus	 to	 any	 Demolition	
  skill	checks	involving	buildings,	combat	emplacements,	or	similar	
  structures.	When	using	demolitions	on	vehicles	and	equipment,	5	
  or	more	ranks	in	T/Mechanical	skill	will	add	a	+2	synergy	bonus	
  to	 the	 Demolitions	 skill	 check.	 When	 placing	 charges	 against	
  starships	and	small	craft,	5	or	more	ranks	in	T/Engineering	skill	
  
  07
  6
  SKIllS
  will	give	a	+2	synergy	bonus	to	the	Demolitions	skill	check.
  DISgUISE (CHA)
   
  The character can impersonate people, either specific 
  individuals	 or	 general	 stereotypes.	 For	 example,	 the	 character	
  might,	with	little	or	no	actual	disguise,	seem	like	a	well-seasoned	
  adventurer	even	if	in	fact	he	or	she	has	never	been	more	than	a	
  few	miles	from	home.
  	
  Check:	 The	 effort	 requires	 at	 least	 a	 few	 props,	 some	
  makeup,	and	d3	X	0	minutes	of	work.	The	use	of	a	disguise	
  kit	 provides	 a	 +2	 circumstance	 bonus	 to	 a	 Disguise	 check.	A	
  disguise	can	include	an	apparent	change	of	up	to	one-tenth	of	
  the	character’s	height	or	weight.
  	
  The	 character’s	 Disguise	 check	 result	 determines	 how	
  good	 the	 disguise	 is,	 and	 it	 is	 opposed	 by	 others’	 Spot	 check	
  results.	Make	one	Disguise	check	even	if	several	people	make	
  Spot	checks.	The	Referee	makes	the	character’s	Disguise	check	
  secretly	so	that	he	or	she	is	not	sure	how	good	the	disguise	is.
  	
  If	the	character	does	not	draw	any	attention	to	him	or	herself,	
  however,	others	do	not	get	to	make	Spot	checks.	If	the	character	
  comes	to	the	attention	of	people	who	are	suspicious	(such	as	a	
  customs	guard	who	is	watching	people	walking	through	a	starport	
  gate),	the	Referee	can	assume	that	such	observers	are	taking	0	
  on	their	Spot	checks.
  	
  The	effectiveness	of	the	character’s	disguise	depends	in	part	
  on	how	much	the	character	is	attempting	to	change	his	or	her	
  appearance:
  Disguise
  Modifier
  Minor	details	only
  +5
  Disguised	as	different	sex
  -2
  Disguised	as	different	race
  -2	or	more!
  Disguised	as	different	age	category
  -2*
  Disguised as specific class
  -2
  *Per	step	of	difference	between	character’s	actual	age	category	
  and	 disguised	 age	 category	 (young	 [younger	 than	 adulthood],	
  adulthood,	middle	age,	old,	venerable).
  	
  If	the	character	is	impersonating	a	particular	individual,	those	
  who	know	what	that	person	looks	like	get	a	bonus	on	their	Spot	
  checks	(and	are	automatically	considered	to	be	suspicious	of	the	
  character,	so	opposed	checks	are	always	invoked).
  Familiarity
  Bonus
  Recognizes	on	sight
  +4
  Friends	or	associates
  +6
  Close	friends
  +8
  Intimate
  +0
  	
  Usually,	an	individual	makes	a	check	for	detection	immediately	
  upon	 meeting	 the	 character	 and	 each	 hour	 thereafter.	 If	 the	
  character	casually	meets	many	different	people,	each	for	a	short	
  time,	check	once	per	day	or	hour,	using	an	average	Spot	bonus	
  for	the	group.	For	example,	if	a	character	is	trying	to	pass	for	a	
  merchant	 at	 a	 bazaar,	 the	 Referee	 can	 make	 one	 Spot	 check	
  per	hour	for	the	people	she	encounters	using	a	+	bonus	on	the	
  check	to	represent	the	average	of	the	crowd	(most	people	with	no	
  Spot	ranks	and	a	few	with	good	Spot	skills).
  	
  Retry:	A	character	may	try	to	redo	a	failed	disguise,	but	once	
  others	 know	 that	 a	 disguise	 was	 attempted	 they	 will	 be	 more	
  suspicious.
  	
  Special:	If	the	character	has	5	or	more	ranks	of	Bluff,	he	gets	
  a	+2	synergy	bonus	on	Disguise	checks	when	he	knows	that	he	
  is	being	observed	and	tries	to	act	“in	character”	with	his	disguise
  DRIVIng (DEx)
  Special
  	
  The	individual	is	skilled	in	the	operation	and	maintenance	of	
  a specific type vehicle commonly available in society. Driving skill 
  checks	are	generally	only	necessary	under	non-routine	conditions	
  such as difficult driving conditions, combat etc.
  	
  Special:	This	skill	is	only	gained	by	selecting	an	appropriate	
  Vehicle	feat.
  EnTERTAIn (CHA)
  	
  The	 character	 is	 skilled	 in	 a	 particular	 form	 of	 public	
  entertainment	and	performance.	It	is	possible	for	a	character	to	
  be	capable	of	more	than	one	form	of	performance,	each	with	its	
  own	skill	ranks.	Possible	Entertainment	type	skills	include	singing,	
  dancing, comedy, dramatic acting, specific musical instruments, 
  poetry,	storytelling,	and	many	others.	A	character	may	select	one	
  of	these,	or	with	the	Referee’s	permission	select	some	other	form	
  of	entertainment	skill	such	as	juggling.
  	
  Check:	 The	 character	 can	 impress	 audiences	 with	 talent	
  and	skill.	These	skills	may	be	used	for	both	pleasure	and	as	a	
  possible	source	of	income.	The	table	below	will	help	determine	
  the	quality	of	a	performance	based	on	the	appropriate	Entertain	
  skill	check	made	by	the	character:
  Roll
  Performance Quality
  -5
  Abysmal	performance
  6-0
  Poor	performance
  -5
  Routine	performance
  6-20
  Enjoyable	performance
  2-25
  Great	performance
  26-30
  Memorable	performance
  3+
  Extraordinary	performance
  	
  A	masterwork	musical	instrument	gives	a	+2	circumstance	
  bonus	to	Entertain	checks	that	involve	the	use	of	the	instrument.
  	
  Employment:	To	obtain	a	gig,	the	character	must	make	a	
  search	each	week	to	contact	prospective	employers	and	canvas	
  for	an	opening.	At	the	end	of	the	week	the	character	makes	a	skill	
  check	against	a	DC	of	0	+	the	Maintain	Employment	DC	of	the	
  position	being	sought.	For	example,	a	character	searching	for	a	
  billing	as	the	headline	singer	at	a	respectable	but	modest	sized	
  nightclub	for	a	week	would	need	to	make	a	successful	E/Singing	
  skill	check	vs.	DC25	to	locate	a	job	opening	that	week.
  	
  Note	 that	 a	 character	 may	 not	 Take0	 or	 Take20	 when	
  making	a	Maintain	Employment	or	Earn	Promotion	check
  Maintain
  Earn
  Weekly
  Billing
  Employment
  Promotion
  Pay
  General	Act	at	Local	
  Dive
  5
  25
  Cr500
  Opening	Act	at	Decent	
  Venue
  0
  30
  Cr750
  Headline	Act	at	
  Decent	Venue
  5
  35
  Cr000
  Headline	Act	at	Large	
  Venue
  20
  -
  Cr2000
  	
  Maintaining	 Employment:	 At	 the	 end	 of	 each	 week	 a	
  
  08
  6
  SKIllS
  character	 has	 worked	 in	 at	 a	 gig,	 she	 must	 make	 a	 Maintain	
  Employment	check	to	see	if	she	maintains	the	job	for	another	
  week.	If	the	check	fails,	she	forfeits	her	pay	for	that	week	and	
  must	immediately	make	another	skill	check	at	the	same	DC.	If	
  this	second	check	is	also	failed,	she	is	demoted	to	the	next	lower	
  level	of	billing	and	makes	a	third	check.	If	she	cannot	make	this	
  one,	she	loses	her	job!
  	
  A	 weekly	 check	 is	 called	 for	 to	 allow	 characters	 to	 take	
  occasional	mundane	jobs	in	between	their	travels.	The	Referee	
  may,	at	his	or	her	discretion,	increase	this	check	to	one	every	
  month	or	even	every	year.	For	even	longer	periods	of	employment,	
  see	the	Prior	History	section	on	the	Professional	class	for	more	
  information.
  	
  Earning a Promotion:	At	the	end	of	each	month	a	character	
  has	 worked	 in	 at	 a	 gig,	 she	 may	 make	 an	 Earn	 Promotion	
  check	to	see	if	she	is	promoted	to	a	better	billed	position.	For	
  example,	 a	 character	 who	 is	 working	 as	 an	 opening	 act	 and	
  earns	a	promotion	would	begin	the	next	month	as	a	headline	act.	
  Performers	engaged	as	a	headline	act	at	a	large	venue	cannot	
  be	promoted.	Superstardom	is	a	matter	for	roleplaying,	not	skill	
  checks.
  	
  The	Weekly	Paycheck:	At	the	end	of	the	week	a	character	
  will	earn	a	paycheck	consummate	with	their	billing.
  	
  Retry:	Retries	are	allowed,	but	they	don’t	negate	previous	
  results,	and	an	audience	that	has	been	unimpressed	in	the	past	
  is	going	to	be	prejudiced	against	future	performances.	
  	
  FORgERy (InT OR DEx)
  	
  The	 individual	 is	 skilled	 at	 faking	 electronic	 and	 written	
  documents and papers with a view to deceiving officials, banks, 
  patrons,	or	other	persons.
  	
  Documents	necessary	for	cargo	transfers,	bank	transactions,	
  personal identification, and many other purposes are often 
  closely inspected by officials such as the police, customs agents, 
  or	clerks	when	encounters	occur.	Note	that	Administration	and	
  Bribery	skills	may	also	be	used	to	determine	whether	documents	
  are	actually	examined	by	the	individuals	involved.
  	
  Creating a Forgery:	 Electronic	 documents	 require	 the	
  creator	 of	 the	 forgery	 to	 either	 have	 T/Computer	 skill,	 or	 be	
  working	in	conjunction	with	someone	who	does.	Items	such	as	
  electronic	ID	cards	also	will	require	the	use	of	T/Electronics	skill	
  to	create	the	electronics	necessary	for	the	forged	device.
  	
  For	each	required	additional	skill,	a	successful	check	must	
  be	made	against	that	skill,	or	the	forgery	will	be	unusable.	Either	
  the	data	is	scrambled	(failed	T/Computer	check)	or	the	electronics	
  do	not	work	properly	(failed	T/Electronics	check).	Either	way	the	
  result	is	obviously	useless.	If	all	such	skill	checks	are	successful,	
  a	Forgery	check	must	now	be	rolled	to	set	the	Forgery	Level	of	
  the	document.
  Situation
  Modifier
  Working	from	memory
  -5
  Copy	(not	original)	of	document/device	to	reverse	
  engineer
  +5
  Original	document/device	blueprints
  +0
  	
  Detecting a Forgery:	 The	 person	 reviewing	 the	 forged	
  documents	or	device	must	make	their	own	Forgery	check	against	
  a	DC	equal	to	the	Forgery	Level	of	the	item	in	order	to	detect	the	
  fact.	Obviously	contrary	orders	or	identity	cards	that	do	not	match	
  the	person	holding	them,	such	as	an	ID	describing	a	noble	being	
  used	by	someone	that	appears	to	be	a	street	thug,	will	tend	to	
  arouse	suspicions.	
  Circumstances
  Modifier
  Suspicious	request/circumstances
  +5
  Type	of	document/device	unknown	to	reviewer
  -2
  Type	of	document/device	somewhat	familiar	to	
  reviewer
  +0
  Type	of	document/device	well	known	to	reviewer
  +2
  Casual	review
  -2
  Electronic	or	other	analysis
  +4
  	
  Retry:	None.	Once	an	individual	has	detected	a	forgery	they	
  will	always	know	it.	However	the	same	forged	document	could	be	
  used	again	on	someone	else	who	may	not	detect	the	fact	it	is	a	
  fake.
  	
  Special:	The	P/Administration	skill	may	be	used	when	trying	
  to	detect	a	forgery	but	suffers	a	–4	penalty.	
  FORWARD OBSERVER (InT)
  Trained Only
  	
  The	individual	has	been	trained	(in	military	service)	to	call	
  on and adjust artillery (projectile, missile, and laser) fire from 
  distant	batteries	and	from	ships	in	orbit.	See	Indirect	Fire	for	more	
  information.
  gAmBlIng (InT)
  	
  The	individual	is	well	informed	on	games	of	chance,	and	wise	
  in	their	play.	He	or	she	has	an	advantage	over	non-experts,	and	
  is	generally	capable	of	winning	when	engaged	in	such	games.	
  Gambling,	 however,	 should	 not	 be	 confused	 with	 general	 risk-
  taking.
  	
  Non-Competitive Games: Slots,	Roulette,	Blackjack,	Keno,	
  etc.	These	games	are	played	strictly	against	the	house	and	the	
  odds	are	pretty	much	constant,	as	are	the	payoff	values.	House	
  always	wins	on	a	roll	of	“”	exactly.
  Odds of Winning
  DC
  Payoff
  Max Bet
  Rigged
  40
  Varies
  Varies
  Remote
  35
  :0
  Cr5000
  Small
  30
  :8
  Cr000
  Low
  25
  :4
  Cr500
  Average
  20
  :2
  Cr00
  High
  5
  2:3
  Cr50
  	
  Competitive Games: If	 playing	 against	 a	 group	 of	 other	
  players,	each	member	of	the	game	will	make	their	Gambling	skill	
  check	with	the	highest	roll	taking	the	pot.	A	character	may	attempt	
  to	cheat	during	a	game	at	any	time	by	stating	his	or	her	intent	to	
  cheat	and	making	an	extra	Gambling	check.	If	any	other	player	in	
  the	game	makes	a	successful	opposing	Gambling	check	against	
  the	character’s	attempt	at	cheating	they	are	caught	red-handed.	
  Otherwise	the	player	has	successfully	cheated	and	takes	the	pot.	
  If	more	than	one	person	attempts	to	cheat	during	the	same	round	
  of	play	the	person	with	the	highest	roll	wins	the	pot.
  	
  Special:	When	playing	games	involving	bidding,	a	character	
  with	a	Bluff	skill	of	5	or	higher	may	add	a	+2	synergy	bonus	to	
  their	Gambling	skill	check.
  gATHER InFORmATIOn (CHA)
  	
  You	 are	 talented	 at	 combing	 sources	 and	 databanks	 for	
  information.
  	
  Check:	By	succeeding	at	a	skill	check	(DC	0),	the	character	
  can	get	a	general	idea	of	what	the	major	news	items	are	on	a	
  
  09
  6
  SKIllS
  world,	assuming	no	obvious	reasons	exist	why	the	information	
  would	 be	 withheld.	The	 higher	 the	 check	 result,	 the	 better	 the	
  information.
   
  If the character wants to find out about a specific rumor, 
  specific item, obtain a map, or do something else along those 
  lines,	the	DC	is	5	to	25	or	higher.
  	
  Retry:	Yes,	but	it	takes	several	hours	for	each	check,	and	
  characters	may	draw	attention	to	themselves	if	they	repeatedly	
  pursue	a	certain	type	of	information.
  	
  Special:	A	 character	 with	 the	 Connections	 feat	 gets	 a	 +2	
  synergy	bonus	on	Gather	Information	checks	when	using	their	
  contacts.	 Similarly	 a	 character	 with	 the	 Research	 feat	 will	 get	
  a	 +2	 synergy	 bonus	 when	 conducting	 research	 on	 a	 story	 or	
  project.	Also	characters	with	the	Carousing	feat	will	earn	a	+2	
  synergy	bonus	when	using	the	Gather	Information	skill	in	social	
  situations.
  gUnnERy (WIS)
  	
  This	is	skill	is	used	as	an	attack	bonus	equal	to	the	character’s	
  Gunnery	skill	rank	when	making	an	attack	using	Field	Artillery,	
  Vehicle	mounted	weapons,	or	Ship’s	Weaponry.	See	Combat	for	
  more	information.
  	
  Special:	This	skill	is	only	gained	by	selecting	an	appropriate	
  Weapon Proficiency feat.
  HAnDlE AnImAl (CHA)
  	
  The	 character	 is	 an	 experience	 hand	 when	 it	 comes	 to	
  dealing	with	animals,	with	knowledge	of	breeding,	raising,	care	
  and	training	of	them.
  	
  Check:	The	time	required	to	get	an	effect	and	the	DC	depend	
  on	what	the	character	is	trying	to	do.
  Task
  Time
  DC
  Handle	a	domestic	animal
  Varies
  0
  “Push”	a	domestic	animal
  Varies
  5
  Teach	an	animal	tasks
  2	months
  5
  Teach	an	animal	unusual	tasks
  2	months
  20
  Rear	a	wild	animal
  	year
  5	+	HD	of	
  animal
  Train	a	wild	animal
  2	months
  20	+	HD	of	
  animal
  	
  Time: For a task with a specific time frame, the character 
  must	spend	half	this	time	(at	the	rate	of	3	hours	per	day	per	animal	
  being	handled)	working	toward	completion	of	the	task	before	the	
  character	makes	the	skill	check.	If	the	check	fails,	the	character	
  can’t	 teach,	 rear,	 or	 train	 that	 animal.	 If	 the	 check	 succeeds,	
  the	character	must	invest	the	remainder	of	the	time	before	the	
  teaching,	rearing,	or	training	is	complete.	If	the	time	is	interrupted	
  or	 the	 task	 is	 not	 followed	 through	 to	 completion,	 any	 further	
  attempts	to	teach,	rear,	or	train	the	same	animal	automatically	
  fail.
  	
  Handle a Domestic Animal:	 This	 means	 to	 command	 a	
  trained	dog,	to	drive	beasts	of	labor,	to	tend	to	tired	horses,	and	
  so	forth.
  	
  “Push” a Domestic Animal:	 To	 push	 a	 domestic	 animal	
  means	 to	 get	 more	 out	 of	 it	 than	 it	 usually	 gives,	 such	 as	
  commanding	 a	 poorly	 trained	 dog	 or	 driving	 draft	 animals	 for	
  extra	effort.
  	
  Teach an Animal Tasks:	This	means	to	teach	a	domestic	
  animal	some	tricks.	The	character	can	train	one	type	of	animal	per	
  rank	(chosen	when	the	ranks	are	purchased)	to	obey	commands	
  and	perform	simple	tricks.	The	character	can	work	with	up	to	three	
  animals	at	one	time,	teaching	them	general	tasks.	An	animal	can	
  be	trained	for	one	general	purpose	only.
  	
  Teach an Animal Unusual Tasks:	This	is	similar	to	teaching	
  an	animal	tasks,	except	that	the	tasks	can	be	something	unusual	
  for	that	breed	of	animal,	such	as	training	a	dog	to	be	a	riding	
  animal.	Alternatively,	the	character	can	use	this	aspect	of	Handle	
  Animal	to	train	an	animal	to	perform	specialized	tricks,	such	as	
  teaching	a	horse	to	rear	on	command	or	a	falcon	to	pluck	objects	
  from	someone’s	grasp.
  	
  Rear a Wild Animal:	To	rear	an	animal	means	to	raise	a	
  wild	 creature	 from	 infancy	 so	 that	 it	 is	 semi-domesticated.	 A	
  handler	can	rear	up	to	three	creatures	of	the	same	type	at	once.	
  A	successfully	reared	animal	can	be	taught	tricks	at	the	same	
  time	that	it	is	being	raised,	or	can	be	taught	as	a	domesticated	
  animal	later.	However,	even	a	hand-reared	and	trained	animal	will	
  remain	semi-wild.	Only	animals	bred	to	domesticity	are	completely	
  domesticated.
  	
  Train a Wild Animal:	This	means	train	a	wild	creature	to	do	
  certain	tricks,	but	only	at	the	character’s	command.	The	creature	
  is	still	wild,	though	usually	controllable.
  	
  Retry:	For	handling	and	pushing	domestic	animals,	yes.	For	
  training	and	rearing,	no.
  	
  Special:	A	character	with	5	or	more	ranks	of	Animal	Empathy	
  gets	a	+2	synergy	bonus	on	Handle	Animal	checks	with	animals.	
  A	 character	 with	 5	 or	 more	 ranks	 of	 Handle	Animal	 gets	 a	 +2	
  synergy	bonus	on	Ride	checks.	An	untrained	character	can	use	a	
  Charisma	check	to	handle	and	push	animals	but	not	to	teach	or	
  rear	them.
  HIDE (DEx)
  Armor Check Penalty
  	
  This	 skill	 allows	 a	 character	 to	 use	 the	 shadows	 for	
  concealment	 from	 view,	 slowly	 approach	 a	 position	 via	 the	
  cover	of	dense	underbrush,	trail	a	target	through	a	moderately	
  crowded	street,	or	similarly	make	use	of	concealment	(outside	of	
  combat).
  	
  Check:	The	character’s	Hide	check	is	opposed	by	the	Spot	
  check	of	anyone	who	might	see	them.	The	character	can	move	
  up	 to	 one-half	 normal	 speed	 and	 hide	 at	 no	 penalty.	At	 more	
  than	one-half	and	up	to	the	full	speed,	the	character	suffers	a	
  –5	penalty.	It’s	practically	impossible	(–20	penalty)	to	hide	while	
  running	or	charging.
  	
  Larger	 and	 smaller	 creatures	 get	 size	 bonuses	 and	 size	
  penalties	 on	 Hide	 checks:	 Fine	 +6,	 Diminutive	 +2,	 Tiny	 +8,	
  Small	+4,	Large	–4,	Huge	–8,	Gargantuan	–2,	Colossal	–6.
   
  A character can attempt to camouflage himself in order to 
  blend into the local terrain. Such a camouflaged character may 
  add	a	bonus	equal	to	5	+	his	Intelligence	to	any	Hide	checks	if	the	
  camouflage is appropriate.
  	
  If	 people	 are	 observing	 the	 character,	 even	 casually,	 he	
  cannot	hide.	The	character	can	run	around	a	corner	or	something	
  so	that	he	is	out	of	sight	and	then	hide,	but	the	others	then	know	
  at	least	where	the	character	went.	If	the	character’s	observers	
  are	 momentarily	 distracted	 (as	 by	 a	 Bluff	 check;	 see	 below),	
  the	 character	 can	 attempt	 a	 Hide	 check.	 While	 the	 observers’	
  attention	is	distracted,	the	character	can	attempt	a	Hide	check	if	
  he	can	get	to	a	hiding	place	of	some	kind.	(As	a	general	guideline,	
  the	hiding	place	has	to	be	within		foot	per	rank	the	character	has	
  in	Hide.)	This	check,	however,	is	at	–0	because	the	character	
  has	to	move	fast.
  	
  Creating a Diversion to Hide:	A	successful	Bluff	check	can	
  provide	the	momentary	diversion	the	character	needs	to	attempt	
  a	Hide	check	while	people	are	observing	him.
  
  0
  6
  SKIllS
  InnUEnDO (WIS)
  Trained Only
  	
  The	character	is	able	to	pass	along	and	understand	secret	
  messages	 while	 carrying	 on	 a	 conversation	 about	 something	
  else.	For	example	the	captain	of	a	ship	might	use	innuendo	to	
  pass	along	orders	to	the	crew	to	prepare	for	a	boarding	action	
  by	pirates,	all	the	while	speaking	to	the	passengers	about	some	
  “minor engine difficulties” that have just occurred. 
  	
  Check:	The	character	can	get	a	message	across	to	another	
  character	with	the	Innuendo	skill.	
  	
  The	DC	for	a	basic	message	is	0.	The	DC	is	5	or	20	for	
  complex	messages,	especially	those	that	rely	on	getting	across	
  new	information.	Also,	the	character	can	try	to	discern	the	hidden	
  message	in	a	conversation	between	two	other	characters	who	are	
  using	this	skill.	The	DC	is	the	skill	check	of	the	character	using	
  Innuendo,	and	for	each	piece	of	information	that	the	eavesdropper	
  is	 missing,	 that	 character	 suffers	 a	 –2	 penalty	 on	 the	 check.	
  For	 example,	 if	 a	 character	 eavesdrops	 on	 people	 planning	 to	
  assassinate	 a	 visiting	 diplomat,	 the	 eavesdropper	 suffers	 a	 –2	
  penalty	if	he	doesn’t	know	about	the	diplomat.	Whether	trying	to	
  send	or	intercept	a	message,	a	failure	by	5	or	more	points	means	
  that	some	false	information	has	been	implied	or	inferred.
  	
  The	Referee	makes	the	character’s	Innuendo	check	secretly	
  so	that	the	character	does	not	necessarily	know	whether	he	was	
  successful.
  	
  Retry:	Generally,	retries	are	allowed	when	trying	to	send	a	
  message,	but	not	when	receiving	or	intercepting	one.	Each	retry	
  carries	the	chance	of	miscommunication.
  	
  Special:	If	the	character	has	5	or	more	ranks	in	Bluff,	the	
  character	gets	a	+2	synergy	bonus	on	the	check	to	transmit	(but	
  not	 receive)	 a	 message.	 If	 the	 character	 has	 5	 or	 more	 ranks	
  in	Sense	Motive,	the	character	gets	a	+2	synergy	bonus	on	the	
  check	to	receive	or	intercept	(but	not	transmit)	a	message.
  InTImIDATE (CHA)
  	
  The	 character	 has	 an	 uncanny	 ability	 to	 bully,	 browbeat,	
  insult,	 threaten,	 embarrass,	 or	 otherwise	 intimidate	 others	 into	
  doing	 what	 she	 wants	 through	 force	 of	 personality	 or	 social	
  position,	without	actually	resorting	to	violence.
  	
  Check:	The	character	can	change	others’	behavior	with	a	
  successful	check.	The	DC	is	typically	0	+	the	target’s	Hit	Dice.	
  Any	bonuses	that	a	target	may	have	on	saving	throws	against	
  fear	increase	the	DC.
  	
  Retry:	Generally,	retries	do	not	work.	Even	if	the	initial	check	
  succeeds,	the	other	character	can	only	be	intimidated	so	far,	and	a	
  retry	doesn’t	help.	If	the	initial	check	fails,	the	other	character	has	
  probably become more firmly resolved to resist the intimidator, 
  and	a	retry	is	futile.
  	
  Special:	If	the	character	has	5	or	more	ranks	in	Bluff,	the	
  character	gets	a	+2	synergy	bonus	on	Intimidate	checks.
  	
  Nobles	 with	 the	 Noble	 Indignance	 class	 feature	 may	 use	
  their	Social	Standing	in	place	of	Charisma	as	the	key	ability	for	
  this	skill.
  InTUIT DIRECTIOn (WIS)
  Trained Only
  	
  The	 character	 is	 rarely	 disoriented,	 and	 has	 an	 unnerving	
  knack	for	always	knowing	what	direction	he	is	facing	in	relation	to	
  the	local	compass.
  	
  Check:	 By	 concentrating	 for	 	 minute,	 the	 character	 can	
  determine	where	true	north	lies	in	relation	to	the	character	(DC	
  5).	If	the	check	fails,	the	character	cannot	determine	direction.	
  On a natural roll of 1, the character errs and mistakenly identifies 
  a	random	direction	as	true	north.
  	
  The	Referee	makes	the	character’s	check	secretly	so	that	the	
  character	doesn’t	know	whether	the	character	rolled	a	successful	
  result	or	a	.
  	
  Retry:	 The	 character	 can	 use	 Intuit	 Direction	 more	 than	
  once	per	day.	The	roll	represents	how	sensitive	to	direction	the	
  character	is	at	that	point	in	the	day.	Use	the	most	recently	rolled	
  number	for	all	other	checks	in	the	same	day
  	
  Special:	Untrained	characters	can’t	use	an	innate	sense	of	
  direction, but they could determine direction by finding clues.
  JUmp (STR)
  Armor Check Penalty
  	
  A	 character	 would	 use	 this	 skill	 when	 attempting	 to	 jump	
  across	 the	 gap	 between	 two	 buildings,	 drop	 from	 a	 second	
  story	window,	leap	to	another	branch	in	a	tree,	or	other	similar	
  situations.
  	
  Check:	 The	 character	 jumps	 a	 minimum	 distance	 plus	
  an	 additional	 distance	 depending	 on	 the	 amount	 by	 which	 the	
  character’s	 Jump	 check	 result	 exceeds	 0.	 The	 maximum	
  distance	of	any	jump	is	a	function	of	the	character’s	height.
  Minimum
  Additional
  Maximum
  Type of Jump
  Distance
  Distance
  Distance
  Running	
  Jump*
  .5	meters.
  +25	cm./	
  point	
  above	0
  Height	X	6
  Standing	
  Jump
  	meter.
  +25	cm./2	
  points	
  above	0
  Height	X	2
  Running	High	
  Jump*
  50	centimeters.
  +25	cm./4	
  points	
  above	0
  Height	X		/2
  Standing	High	
  Jump
  50	centimeters.
  +25	cm./8	
  points	
  above	0
  Height
  Jump	Back
  25	centimeters.
  +25	cm./8	
  points	
  above	0
  Height
  	
  *The	 character	 must	 move	 6	 meters	 before	 jumping.	 A	
  character	cannot	take	a	running	jump	in	heavy	armor.
  	
  The	 distances	 listed	 are	 for	 characters	 with	 speeds	 of	
  0	 meters.	 If	 the	 character	 has	 a	 lower	 speed	 (from	 armor,	
  encumbrance,	or	weight	carried,	for	instance),	reduce	the	distance	
  jumped	proportionally.	If	the	character	has	a	higher	speed	than	a	
  standard	Human,	increase	the	distance	jumped	proportionally.
  	
  Distance	 moved	 by	 jumping	 is	 counted	 against	 maximum	
  movement	in	a	round	normally.
  	
  If	 the	 character	 intentionally	 jumps	 down	 from	 a	 height,	
  the	character	might	take	less	damage	than	if	he	fell	the	same	
  distance.	If	the	character	succeeds	at	a	Jump	check	(DC	5),	the	
  character	takes	damage	as	if	the	character	had	fallen	3	meters	
  less	than	the	character	actually	did.
  	
  Note	that	the	distances	given	here	are	for	a	normal	Human	
  under	standard	gravity	conditions.
   
  Special:	If	the	character	has	5	or	more	ranks	in	Tumble,	the	
  character	gets	a	+2	synergy	bonus	on	Jump	checks.
  	
  A	character	who	has	the	Run	feat	and	who	makes	a	running	
  jump	increases	the	distance	or	height	he	clears	by	one-fourth,	but	
  not	past	the	maximum.
  KnOWlEDgE (EDU)
  	
  Knowledge	is	a	Cascade Skill,	which	is	actually	a	general	
  
  
  6
  SKIllS
  categorization	 for	 a	 number	 of	 different	 skills.	 Knowledge	
  represents	acquired	information,	learning,	and/or	education	about	
  a specific subject, but not necessarily the practical application 
  of	such	information.	For	example,	an	Academic	character	might	
  have	the	K/Vehicles	skill	representing	a	study	of	the	design	and	
  evolution	of	vehicles,	but	this	doesn’t	necessarily	mean	he	knows	
  how to fix a blown fuel cell (which would require the Technical skill 
  T/Mechanical	instead).	
  	
  When	this	skill	is	selected,	the	character	immediately	must	
  pick a specific area of knowledge that is represented by the skill. 
  This	skill	may	be	taken	any	number	of	times,	but	each	selection	
  must	be	in	a	new	area	of	knowledge.	
  Check: Answering a question within the character’s field of 
  study	has	a	DC	of	0	(for	really	easy	questions),	5	(for	basic	
  questions),	or	20	to	30	(for	really	tough	questions).
  	
  Retry:	No.	The	check	represents	what	the	character	knows,	
  and	thinking	about	a	topic	a	second	time	doesn’t	let	the	character	
  know something the character never learned in the first place.
  	
  Special:	 An	 untrained	 Knowledge	 check	 is	 simply	 an	
  Education	check.	Without	actual	training,	a	character	only	knows	
  facts	that	are	common	knowledge.	Note	that	some	“commonly	
  known”	 facts	 may	 be	 partially	 or	 completely	 (and	 sometimes	
  deliberately)	wrong	or	false.	Untrained	Knowledge	checks	allow	
  the	character	to	remember	what	facts	he	or	she	has	encountered.	
  The	 truth	 may	 be	 harder	 to	 come	 by,	 though	 a	 subject	 expert	
  may	 know	 the	 truth	 behind	 many	 common	 fallacies	 and	
  misconceptions.
  	
  In	situations	where	a	character	has	a	Knowledge	skill	useful	
  to	a	task	requiring	a	related	Technical	or	Professional	skill,	the	
  character	may	add	a	+2	synergy	bonus	to	the	skill	check.	If	the	
  character	 does	 not	 possess	 the	 required	 skill,	 they	 may	 still	
  attempt	the	task	as	if	they	did	have	the	skill	rank	of	0	but	they	
  lose	the	synergy	bonus.
  DETAIlED KnOWDgE SKIllS
  	
  Below	 are	 some	 detailed	 areas	 of	 knowledge	 that	 are	
  commonly	used	by	characters	in	the	Traveller	universe.	
  K/InTERSTEllAR lAW
  	
  The	character	is	familiar	with	the	general	laws	and	regulations	
  that	govern	interstellar	travel,	commerce,	and	relations.	This	skill	
  does	not	impart	knowledge	of	the	myriad	of	laws	on	each	individual	
  world,	nor	does	it	allow	the	person	to	act	as	an	attorney.
  	
  Ship Inspections:	Typically,	when	a	ship	arrives	at	a	new	
  world,	 it	 will	 be	 inspected	 by	 the	 port	 authorities	 to	 check	 for	
  compliance	 with	 all	 applicable	 laws	 and	 regulations.	 It	 is	 also	
  not	uncommon	for	patrol	ships	to	stop	and	board	merchant	and	
  other	ships	while	in	deep	space.	When	such	an	inspection	does	
  occur,	the	character	may	make	a	K/Interstellar	Law	check	(DC0	
  +	the	local	world	Law	Level	UWP)	to	be	found	in	compliance	and	
  pass	inspection.	If	there	is	anything	illegal	on	board,	the	character	
  suffers	a	–5	penalty	to	their	skill	check	roll.
  	
  Special: A	character	that	also	has	a	P/Administration	skill	
  rank	 of	 5	 or	 higher	 may	 add	 a	 +2	 synergy	 bonus	 to	 their	 skill	
  check	rolls	when	using	this	skill.	
  K/Interstellar	Law	may	also	be	
  used	in	place	of	the	P/Administration	skill	in	certain	appropriate	
  situations,	but	with	a	–4	penalty	to	the	skill	check	roll.
  OTHER SUggESTED KnOWlEDgE SKIllS
  	
  Listed	 below	 are	 additional	 suggestions	 for	 of	 areas	 of	
  knowledge	 that	 might	 be	 use	 to	 characters	 in	 the	 Traveller	
  universe.	You	are	free	to	select	from	among	them	or,	with	your	
  Referee’s	permission,	come	up	with	new	areas	of	knowledge.
  •	
  The	 Ancients	 (their	 history,	 known	 sites,	 previously	
  found	artifacts).
  •	
  Imperial	History	(dates,	names,	important	events).
  •	
  Jump Space (facts, figures, legends, rumors).
  •	
  Architecture	 and	 Construction	 (buildings,	 bridges,	
  fortifications, mining).
  •	
  Alien Culture (the history, important dates, figures, and 
  events of a specific alien society).
  •	
  The Sciences (specific sciences include: astronomy, 
  biology,	 botany,	 chemistry,	 genetics,	 physics,	 zoology,	
  geology,	
  geography,	
  oceanography,	
  planetology,	
  paleontology,	archeology).
  •	
  Court	Politics	(who’s	who	at	the	Imperial	court,	important	
  families	and	individuals,	feuds,	rumors)
  •	
  Business (marketing, financing, organization, important 
  contacts,	competitors)
  •	
  Planet (local leaders, dangerous wildlife and flora, 
  weather	patterns,	history,	important	sites)
  •	
  General	
  and	
  local	
  operations	
  of	
  individual	
  Megacorporations	(e.g.	Delgado,	Hortalez	et	Cie,	etc)
  •	
  A specific topic (such as Warships of the 3rd	Imperium,	
  Ground	Vehicles,	Small	arms	Manufacturers	or	Famous	
  People	Named	Steve)
  	
  lEADER (InT/CHA)
  	
  The	character	possesses	the	ability	to	organize	and	direct	
  team	 efforts	 to	 ensure	 the	 best	 cooperation	 and	 productivity	
  possible.
  	
  Check:	Whenever	a	task	requires	one	or	more	characters	
  to	 combine	 their	 efforts	 (i.e.	 Teamwork;	 each	 makes	 a	 skill	 or	
  ability	check	towards	a	common	goal),	a	successful	Leader	check	
  allows	each	team	member	to	make	an	appropriate	skill	check	vs.	
  DC5	rather	than	the	normal	DC0.	
  Task
  DC
  Simple	task
  5
  Moderate	task
  0
  Difficult task
  5
  Complex	task
  20
  Conditions
  Modifier
  Boring,	repetitive	task
  +5
  Grueling	labor
  +0
  	
  Retry:	A	character	may	try	more	than	once	to	“rally”	his	men,	
  but	each	additional	attempt	to	do	so	for	the	same	task	will	incur	a	
  cumulative	–2	penalty	to	the	Leader	check.
  	
  Special:	Leader	skill	rank	of	8+	will	also	give	a	+2	bonus	
  when	attempting	to	recruit	crewman,	soldiers,	or	other	hirelings.	
  Unlike	the	Recruiting	skill,	Leader	skill	will	tend	to	attract	anyone	
  looking for employment, qualified or not, so personnel found this 
  way will require a bit more of a “weeding” process to find suitable 
  candidate	for	a	given	position.
  	
  Nobles	with	the	Noble Presence class	feature	may	use	their	
  Social	Standing	in	place	of	Charisma	as	the	key	ability	for	this	
  skill.
  lIAISOn (CHA)
  	
  The	 character	 is	 trained	 in	 the	 art	 of	 dealing	 with	 others,	
  including	 knowledge	 of	 proper	 protocols,	 manners	 of	 address,	
  codes	 of	 conduct	 and	 other	 information	 needed	 when	 dealing	
  with	 a	 wide	 range	 of	 societal	 types.	 Such	 a	 character	 is	 quite	
  useful	when	attempting	to	negotiate	a	particularly	edgy	deal,	to	
  convince	the	Duke’s	secretary	to	admit	the	party	into	the	Duke’s	
  presence,	help	settle	a	dispute	between	two	opposing	groups,	or	
  other	acts	of	negotiation	and	diplomacy.
  
  2
  6
  SKIllS
  	
  Check:	 The	 character	 can	 change	 others’	 attitudes	 with	
  a	 successful	 check.	 In	 negotiations,	 participants	 roll	 opposed	
  Liaison	 checks	 to	 see	 who	 gains	 the	 advantage.	 Opposed	
  checks	also	resolve	cases	when	two	diplomats	are	engaged	in	
  negotiations.
  	
  Retry:	Generally,	retries	do	not	work.	Even	if	the	initial	check	
  succeeds,	the	other	character	can	only	be	persuaded	so	far,	and	
  a	retry	may	do	more	harm	than	good.	If	the	initial	check	fails,	the	
  other character has probably become more firmly committed to 
  his	position,	and	a	retry	is	futile.
  	
  Special: Charisma checks to influence NPCs are generally 
  untrained	Liaison	checks.	If	the	character	has	5	or	more	ranks	
  in	Bluff	or	Sense	Motive,	the	character	gets	a	+2	synergy	bonus	
  on	Liaison	check.	A	character	with	a	skill	rank	of	5	of	more	in	
  Liaison	skill	may	add	+2	to	the	result	when	attempting	to	locate	
  bulk	cargos	for	transport	under	the	Trade	and	Commerce	rules.
  	
  Note:	This	 skill	 is	 the	 equivalent	 of	 the	 Diplomacy	 skill	 in	
  other	d20	games.
  	
  Nobles	with	the	Noble Presence class	feature	may	use	their	
  Social	Standing	in	place	of	Charisma	as	the	key	ability	for	this	
  skill.
  lISTEn (WIS)
  	
  A	 character	 might	 use	 this	 skill	 when	 trying	 to	 overhear	
  another	conversation	nearby,	listen	for	the	approach	of	someone,	
  or	hear	a	distant	noise.
  	
  Check: Make a Listen check against a DC that reflects how 
  quiet	 the	 noise	 is	 that	 the	 character	 might	 hear	 or	 against	 an	
  opposed	Move	Silently	check.
  	
  The	Referee	may	make	the	Listen	check	so	that	the	character	
  doesn’t	know	whether	not	hearing	anything	means	that	nothing	is	
  there,	or	that	the	character	rolled	low.
  DC
  Sound
  0
  People	talking
  5
  A	person	in	medium	armor	walking	at	a	slow	pace	(3m/
  round)	trying	not	to	make	noise.
  0
  An	unarmored	person	walking	at	a	slow	pace	(4.5m/
  round)	trying	not	to	make	any	noise
  5
  A	st-level	Rogue	using	Move	Silently	within	3m	of	the	
  listener
  9
  A	cat	stalking
  30
  An	owl	gliding	in	for	a	kill
  +
  Per	3m	from	the	listener
  +5
  Through	a	door
  +5
  Through	a	stone	wall
  	
  In	the	case	of	people	trying	to	be	quiet,	the	listed	DCs	could	
  be	replaced	by	Move	Silently	checks,	in	which	case	the	listed	DC	
  would	be	the	average	result	of	their	checks.	
   
  These values reflect a standard atmosphere. Sound carries 
  less	well	in	thin	atmospheres	and	better	in	dense	ones.	
  	
  Retry:	The	character	can	make	a	Listen	check	every	time	the	
  character	has	a	chance	to	hear	something	in	a	reactive	manner.	
  As	a	full-round	action,	the	character	may	try	to	hear	something	
  the	character	failed	to	hear	previously.
  	
  Special:	When	several	characters	are	listening	to	the	same	
  thing,	the	Referee	can	make	a	single	d20	roll	and	use	it	for	all	
  the	listeners’	skill	checks.
  mOVE SIlEnTly (DEx)
  Armor Check Penalty
  	
  The	 character	 moves	 with	 a	 feline’s	 grace,	 able	 to	 cross	
  various	surfaces	while	making	little	or	no	sound.	Note	that	moving	
  “silently”	 includes	 not	 sending	 vibrations	 through	 the	 ground.	
  Even	with	no	atmosphere	to	conduct	sound	it	is	still	possible	to	
  alert	someone	to	your	presence	by	stomping	along	the	decking.
  	
  Check:	 The	 character’s	 Move	 Silently	 check	 is	 opposed	
  by	 the	 Listen	 check	 of	 anyone	 who	 might	 hear	 the	 character.	
  The	character	can	move	up	to	one-half	of	his	normal	speed	at	
  no	penalty.	At	more	than	one-half	and	up	to	the	character’s	full	
  speed,	 he	 suffers	 a	 –5	 penalty.	 It’s	 practically	 impossible	 (–20	
  penalty)	to	move	silently	while	running	or	charging.
  nAVIgATIOn (EDU)
  Trained Only
  	
  The	 individual	 has	 training	 and	 expertise	 in	 the	 art	 and	
  science	of	land	and	water	navigation.
  	
  Check:	 Whatever	 means	 of	 transport	 is	 being	 used	 (from	
  shoe	leather	to	starships),	the	navigator’s	role	is	to	determine	a	
  suitable	route	that	avoids	hazards	while	allowing	the	travellers	
  to	 make	 the	 best	 progress	 they	 can.	 On	 exploratory	 missions,	
  or	when	venturing	into	unexplored	territory,	Navigation	skill	may	
  be	used	to	assist	in	the	speedy	computation	of	courses,	in	the	
  accurate	determination	of	courses,	and	in	the	determination	of	
  position	when	lost	or	strayed,	and	also	to	facilitate	the	accurate	
  recording	 of	 progress	 and	 the	 production	 of	 charts	 or	 maps.	
  The	minimum	requirement	for	successful	navigation	is	that	the	
  night	 sky	 must	 be	 visible	 from	 the	 planetary	 surface,	 though	
  usually	 high-technology	 aids	 such	 as	 radar,	 beacons,	 and	
  satellite	 navigation	 systems	 are	 employed.	 The	 time	 required	
  to	plat	a	course	depends	upon	the	length	of	the	journey	and	its	
  complexity.	
  	
  	
  Task
  DC
  Time
  Determine	Location
  0
  	minute
  Plot	Standard	Course
  0
  0	minutes
  Circumstances
  Modifier
  Rushed, Under fire
  +5
  Familiar	Destination
  +0
  Fringe/Frontier	region
  +5
  Uncharted	region
  +0
  pIlOT (InT OR DEx)
  Trained Only
  	
  The	individual	has	training	and	experience	in	the	operation	of	
  a	given	type	of	grav	vehicles,	aircraft,	spaceship,	and/or	starships,	
  depending	upon	the	Vehicle	feats	possessed	by	the	character.	A	
  character is qualified for the job of pilot on any type of craft for 
  which	they	have	the	appropriate	feat	(in	addition	to	Pilot	skill).	
  Pilot	expertise	is	necessary	to	handle	such	craft,	though	a	check	
  is	usually	only	made	when	circumstances	become	challenging,	
  such	as	due	to	weather	conditions	or	hostile	action.	See	Vehicle	
  and	Starship	Maneuver	Actions	for	more	information.
  	
  Special:	This	skill	is	only	gained	by	selecting	an	appropriate	
  Vehicle	feat.
  pROFESSIOn (WIS)
  Trained Only
  	
  The	character	is	trained	in	a	livelihood	or	a	professional	role.	
  
  3
  6
  SKIllS
  	
  Profession	 is	 a	 Cascade Skill	 that	 actually	 represents	 a	
  number	of	separate	skills	that	are	used	to	make	one’s	livelihood	
  in	the	commercial	world.	While	one	could	easily	make	a	living	
  through	various	Craft,	Technical,	and	even	Knowledge	skills,	a	
  Profession	skill	represents	a	broader	knowledge	and	familiarity	
  than those more specific skills, the business	side	of	things	if	you	
  will.
  	
  When	this	skill	is	selected,	the	character	immediately	must	
  pick a specific profession that is represented by the skill. This skill 
  may	be	taken	any	number	of	times,	but	each	selection	must	be	in	
  a	new	profession.	
  	
  Check:	 The	 character	 can	 practice	 a	 trade	 and	 make	 a	
  decent	living,	knows	how	to	use	the	tools	of	the	trade,	how	to	
  perform	the	profession’s	daily	tasks,	how	to	supervise	untrained	
  helpers,	and	how	to	handle	common	problems.
  	
  Employment:	 To	 obtain	 employment,	 the	 character	 must	
  make	 a	 search	 each	 week	 contacting	 prospective	 employers	
  and	 canvassing	 for	 job	 opening.	 At	 the	 end	 of	 the	 week	 the	
  character	makes	a	skill	check	against	a	DC	of	0	+	the	Maintain	
  Employment	 DC	 of	 the	 position	 being	 sought.	 For	 example,	 a	
  character	searching	for	a	position	as	an	Administration	Manager	
  would	need	to	make	a	successful	P/Administration	skill	check	vs.	
  DC25	to	locate	a	job	opening	that	week.
  	
  Note	 that	 a	 character	 may	 not	 Take0	 or	 Take20	 when	
  making	a	Maintain	Employment	or	Earn	Promotion	check
  Maintain
  Earn
  Weekly
  Position
  Employment
  Promotion
  Pay
  Example
  General	
  Employee
  5
  25
  Cr500
  Billing/Filing	
  Clerk
  Supervisor
  0
  30
  Cr750
  Steward
  Manager
  5
  35
  Cr000
  Head	Chef
  Executive
  20
  -
  Cr2000
  Owner,	Top	
  Management
  	
  Maintaining	Employment:	At	the	end	of	each	week	a	character	
  has	worked	in	a	job,	she	must	make	a	Maintain	Employment	check	
  to	see	if	she	maintains	the	position	for	another	week.	If	the	check	
  fails,	 she	 forfeits	 her	 pay	 for	 that	 week	 and	 must	 immediately	
  make	another	skill	check	at	the	same	DC.	If	this	second	check	
  is	also	failed,	she	is	demoted	one	level	and	must	make	a	third	
  check.	If	she	fails	this	one	she	loses	her	job.
  	
  If	a	character	wishes	to	take	a	short-term	“mundane”	job	in	
  between their travels, they may make a weekly check to find and 
  retain	a	suitable	job.	The	Referee	may,	at	his	or	her	discretion	
  increase	this	check	to	one	every	month	or	even	every	year.	For	
  even	longer	periods	of	employment,	see	the	Prior	History	section	
  on	the	Professional	class	for	more	information.
  	
  Earning a Promotion: At	the	end	of	each	month	a	character	
  has	worked	in	a	position,	she	may	make	an	Earn	Promotion	check	
  to	see	if	she	is	promoted	to	the	next	pay	position.	For	example,	
  a	character	who	is	a	general	employee	and	earns	a	promotion	
  would	begin	the	next	month	as	a	supervisor.	Executives	cannot	
  be	promoted.
  	
  The	Weekly	Paycheck:	At	the	end	of	the	week	a	character	
  will	earn	a	paycheck	appropriate	to	their	position.
  	
  Retry:	An	attempt	to	use	a	Profession	skill	to	earn	an	income	
  cannot	be	retried.	The	character	is	stuck	with	whatever	weekly	
  wage	the	check	result	brought	the	character.	(Another	check	may	
  be	made	after	a	week	to	determine	a	new	income	for	the	next	
  period of time.) An attempt to accomplish some specific task can 
  usually	be	retried.	If	the	Referee	wishes,	loss	of	weekly	pay	for	
  managers	 and	 executives	 may	 be	 translated	 to	 loss	 of	 annual	
  bonus,	stock	options	etc,	instead.
  	
  Special:	In	situations	where	a	character	has	a	Profession	
  skill	useful	to	a	task	requiring	a	related	Technical	or	Knowledge	
  skill,	the	character	may	add	a	+2	synergy	bonus	to	the	skill	check.	
  If	the	character	does	not	possess	the	required	skill,	they	may	still	
  attempt	the	task	as	if	they	did	have	the	skill	rank	of	0	but	they	lose	
  the	synergy	bonus.
  DETAIlED pROFESSIOnAl SKIllS
  	
  Listed	below	are	a	number	of	detailed	professions	that	might	
  be	use	to	characters	in	the	Traveller universe.	You	are	free	to	
  select	from	among	them,	or	with	your	Referee’s	permission	come	
  up	with	new	professions.
  p/ADmInISTRATIOn
  	
  The	 character	 has	 experience	 with	 bureaucratic	 agencies,	
  and	understands	the	requirements	of	dealing	with	and	managing	
  them.	 When	 attempting	 tasks	 like	 avoiding	 police	 harassment,	
  ensuring	the	prompt	issuance	of	licenses,	approval	of	applications,	
  avoidance	 of	 close	 inspection	 of	 papers,	 etc,	 a	 successful	 P/
  Administration	 skill	 check	 (DC0	 +	 the	 local	 world	 Law	 Level	
  UWP),	will	provide	a	positive	outcome	to	the	situation.
  Bureaucrats and Administrators
  	
  Dealing	 with	 administrators	 and	 bureaucrats	 is	 always	 a	
  time	 consuming	 and	 tedious	 chore,	 which	 somehow	 seems	 to	
  play	 a	 common	 part	 in	 Traveller	 adventures.	 No	 special	 skills	
  are	needed	to	deal	with	bureaucrats,	but	characters	with	the	P/
  Administration	(or	K/Interstellar	Law)	skill	will	be	familiar	with	their	
  ways and find the task much smoother and easier. 
  	
  The	following	tasks	and	DCs	have	been	established	to	give	
  the	 Referee	 a	 basic	 indication	 of	 how	 she	 might	 handle	 such	
  situations	when	they	arise.	Characters	with	the	appropriate	listed	
  skill	may	make	a	skill	check;	characters	without	this	skill	must	
  make	an	appropriate	ability	check	with	a	–4	penalty	to	the	check	
  roll.	If	the	check	fails	it	may	not	be	attempted	again	on	the	same	
  official during the same encounter.
  	
  The	 offer	 of	 a	 bribe	 and	 a	 Bribery	 skill	 check	 may	 also	
  be	 attempted	 in	 place	 of	 an	 ability	 or	 P/Administration	 or	 K/
  Interstellar	Law	skill	check.	See	the	Bribery	skill	description	for	
  more	information.
  Need, Activity, or Task
  DC
  Appropriate Skill or Ability
  Track	down	records
  5
  P/Administration	or	Social	
  Standing
  Ensure	prompt	issuance	of	
  licenses
  0	
  P/Administration	or	Social	
  Standing
  Approval	of	applications
  0	
  P/Administration	or	Social	
  Standing
  Avoid	close	inspection
  0	
  K/Interstellar	Law,	P/
  Administration	or	Social	
  Standing
  Avoid	police	harassment
  0	
  K/Interstellar	Law,	P/
  Administration	or	Social	
  Standing
  Get	Charges	Dropped	
  (Trivial)
  5
  K/Interstellar	Law	or	
  Social	Standing
  Explain	discrepancy	in	
  paperwork
  5	
  P/Administration	or	Social	
  Standing
  Explain	missing	paperwork
  20	
  P/Administration	or	Social	
  Standing
  Explain	obviously	forged	
  documents
  30	
  P/Administration	or	Social	
  Standing
  
  4
  6
  SKIllS
  Get	Charges	Dropped	
  (Serious)
  30	
  K/Interstellar	Law	or	
  Social	Standing
  Get	Charges	Dropped	
  (Major)
  40	
  K/Interstellar	Law	or	
  Social	Standing
  Defend	case
  Opposed	K/Interstellar	Law	vs.	
  Prosecutor’s	K/Interstellar	Law	
  skill	check	(interstellar	courts	
  only)
  Prosecute	case
  Opposed	K/Interstellar	Law	vs.	
  Defender’s	K/Interstellar	Law	
  skill	check	(interstellar	courts	
  only)
  Condition/Situation
  Modifier
  World	Law	Level
  +		DC	per	Law	Level	UWP	
  rating	of	the	world
  Legal	Eagle	Feat
  +2	check	bonus
  Bluff	Skill	Rank	5+
  +2	check	bonus
  Liaison	or	Intimidate	Skill	Rank	
  5+
  +2	check	bonus	(one	only)
  p/HUnTIng
  	
  Hunting	is	quite	common	in	the	far	future	on	many	worlds,	
  both	 for	 food	 and	 sport.	 Safaris	 and	 Big	 Game	 Hunts	 are	 big	
  business,	and	a	good	hunting	guide	can	make	an	excellent	living	
  guiding	rich	nobles	and	playboys	around	the	dangers	and	hazards	
  of	a	world	to	let	them	“bag	a	trophy”	to	impress	their	friends	and	
  peers.	Many	of	the	more	successful	hunters	even	have	their	own	
  ships	to	convey	their	clients	about	in	comfort.	
   
  Laws and Permits: On	populated	worlds,	there	may	be	laws	
  prohibiting	hunting	or	requiring	a	license	be	purchased	before	any	
  hunt	may	begin	depending	on	the	local	Law	Level.	Make	a	check	
  vs.	the	Law	Level.	If	the	roll	is	successful,	no	permit	is	needed.	
  If	the	roll	is	-5	points	less	than	the	Law	Level,	but	not	a		or	a	
  2,	a	permit	is	required	before	the	hunt	may	legally	commence.	If	
  the	roll	is	6	or	more	points	less	than	the	Law	Level,	or	a		or	a	2,	
  the	animal	to	be	hunted	is	a	protected	species	and	not	open	for	
  hunting.	At	least	not	legally…
  	
  	
  Permit Costs: d6	x	Cr000,	+	Cr00	per	client
   
  Guides And Supplies: Even if a hunt is headed by a certified 
  hunter,	there	may	be	a	need	or	desire	to	use	native	guides	to	help	
  locate	the	targets	of	the	hunt.	These	local	guides	can	typically	be	
  hired	for	about	Cr0	per	day	per	hunting	skill	rank.	In	addition,	
  supplies	will	be	needed	to	tend	to	all	members	of	the	hunting	party	
  (in a manner befitting the status of the clients). The costs listed 
  below	are	used	in	place	of	the	normal	costs	for	daily	meals.
  Client Type
  Minimum “Supplies” Cost
  Average
  Cr25	per	client	per	day
  Rich
  Cr50	per	client	per	day
  Nobility/Filthy	Rich
  Cr00	per	client	per	day
  The Hunt
  	
  Check	once	per	hour	(up	to	8	time	per	day)	for	encounters	
  when	hunting.	A	basic	check	(DC3)	should	be	made,	adding	the	
  Hunting	skill	of	the	head	guide	to	the	roll.	If	the	result	is	3	or	
  higher	an	encounter	has	occurred.	
  	
  If	an	encounter	occurs,	have	the	hunter	make	a	skill	check.	
  A	successful	check	means	the	beast	is	of	the	type	the	hunting	
  party	is	stalking.	Otherwise	roll	normally	on	the	encounter	tables	
  to	see	what	type	of	creature	is	actually	encountered.	Guides	may	
  be	hired	or	present	for	the	purpose	of	assisting	in	the	location	of	
  specific animals, contributing a bonus of +2 or greater to influence 
  encounter throws for a specific type of animal.
   
  To find tracks or to follow them for one mile requires a 
  Hunting	skill	check.	The	character	must	make	another	Hunting	
  check every time the tracks become difficult to follow, such as 
  when	other	tracks	cross	them	or	when	the	tracks	backtrack	and	
  diverge.	The	character	moves	at	half	normal	speed	(or	at	normal	
  speed	with	a	-5	penalty	on	the	check).	The	DC	depends	on	the	
  surface	and	the	prevailing	conditions:	
  Surface
  DC
  Very	soft
  5
  Soft
  0
  Firm
  5
  Hard
  20
   
  Very Soft Ground:	Any	surface	(fresh	snow,	thick	dust,	wet	
  mud)	that	holds	deep,	clear	impressions	of	footprints.	
   
  Soft Ground:	Any	surface	soft	enough	to	yield	to	pressure,	
  but firmer than wet mud or fresh snow, in which the creature 
  leaves	frequent	but	shallow	footprints.	
   
  Firm Ground:	Most	normal	outdoor	surfaces	(such	as	lawns,	
  fields, woods, and the like) or exceptionally soft or dirty indoor 
  surfaces (thick rugs, very dirty or dusty floors). The creature might 
  leave	some	traces	(broken	branches,	tufts	of	hair)	but	leaves	only	
  occasional	or	partial	footprints.	
   
  Hard Ground:	Any	surface	that	doesn’t	hold	footprints	at	all,	
  such as bare rock or indoor floors. Most streambeds fall into this 
  category,	since	any	footprints	left	behind	are	obscured	or	washed	
  away.	The	 creature	 leaves	 only	 traces	 (scuff	 marks,	 displaced	
  pebbles).	
  Condition
  Modifier
  Every	three	creatures	in	the	group	being	tracked
  -
  Size	of	creature	or	creatures	being	tracked:*
  Fine
  +8
  Diminutive
  +4
  Tiny
  +2
  Small
  +
  Medium-size
  0
  Large
  -
  Huge
  -2
  Gargantuan
  -4
  Colossal
  -8
  Every	24	hours	since	the	trail	was	made
  +
  Every	hour	of	rain	since	the	trail	was	made
  +
  Fresh	snow	cover	since	the	trail	was	made
  +0
  Poor	visibility:**
  Overcast	or	moonless	night
  +6
  Moonlight
  +3
  Fog	or	precipitation
  +3
  Tracked	party	hides	trail	(and	moves	at	half	speed)
  +5
  *For a group of mixed sizes, apply only the modifier for the largest 
  size	category.
  **Apply only the largest modifier from this category.
  	
  If	the	character	fails	a	Hunting	check,	the	character	can	retry	
  
  5
  6
  SKIllS
  after		hour	(outdoors)	or	0	minutes	(indoors)	of	searching.	A	
  character without hunting skill can use the Search skill to find 
  tracks,	but	can	only	follow	tracks	if	the	DC	is	0	or	less.	
   
  Animal Value:	Animal	encounters	constitute	the	only	general	
  possibility	of	access	that	characters	have	to	food,	furs,	or	other	
  valuable	 items.	Animals	 are	 usually	 edible	 (basic	 check,	 DC5,	
  modifier of -3 if the atmosphere is tainted) provided the planetary 
  atmosphere	is	between	2	and	9,	and	the	animal	does	not	have	
  a	poison	weapon.	Otherwise,	the	animal	is	inedible.	From	5%	to	
  30%	(throw	d6	times	5%)	of	an	animal’s	weight	will	be	edible	
  meat.	A	person	requires		kilogram	of	meat	per	day	when	living	
  off	the	hunt.
  	
  Edible:	 DC5	 (Tainted	 Atmospheres	 –3	 to	 the	 check	 roll).	
  Animals	that	use	poison,	or	from	worlds	with	an	atmosphere	of	
  0+	are	inedible.
  	
  Meat:	d6	x	5%	of	the	weight	of	the	animal	is	edible	meat.	A	
  person	requires	kg	of	food	per	day	to	survive.	Meat	can	be	sold	
  for	Cr0.	per	kg
  p/pROSpECTIng
  	
  The	 individual	 is	 experienced	 in	 searching	 out	 mineral	
  deposits	on	world	surfaces	and	in	deep	space.
   
  Laws and Permits: On	populated	worlds,	there	may	be	laws	
  prohibiting	prospecting	or	requiring	a	license	be	purchased	before	
  any	work	may	begin	depending	on	the	local	Law	Level.	Make	a	
  check	 vs.	 the	 Law	 Level.	 If	 the	 roll	 is	 successful,	 no	 permit	 is	
  needed.	If	the	roll	is	-5	points	less	than	the	Law	Level,	but	not	a	
  	or	a	2,	a	permit	is	required	before	work	may	legally	commence.	
  If	the	roll	is	6	or	more	points	less	than	the	Law	Level,	or	a		or	a	
  2,	the	application	has	been	denied.
  	
  	
  Permit Costs:	d6	x	Cr000,	+	Cr00	per	client
   
  In the Field: Make	a	Prospecting	Check	vs.	DC30.	Add	the	
  Planetary	Resources	rating	to	the	roll.	One	check	per	week	may	
  be	made	to	search	a	hex	(up	to	20	kilometers	across).	If	more	
  than	one	prospector	is	working	in	a	team,	the	highest	prospecting	
  score	should	be	used,	and	add	+	to	the	roll	for	each	additional	
  prospector	in	the	group.	The	amount	rolled	above	the	required	
  DC	may	be	added	to	the	Discovery	table	roll.
  Base
  Monthly
  Refined
  Tonnage
  1d100
  Discovery
  Value
  Output
  Notes
  -25
  Rare	Earths
  ,000
  d6	x	0
  d4	months
  26-45
  Petrochemicals
  0,000
  d6	x	5
  d6	months
  46-65
  Rare	Metals
  00,000
  d6
  d8	months
  66-80
  Gemstones
  ,000,000
  d6
  d0	months
  8-90
  Radioactives
  ,000,000
  d6
  d2	months
  9-95
  Fossils
  *
  *
  d20	months
  World	must	have	
  an	atmosphere	
  +
  86-98
  Salvage
  *
  *
  d00	months
  99-00
  Artifacts
  *
  *
  d2	years
   
  Unrefined materials are only worth 1/10th of their refined 
  value.
  Fossils
  1d20
  Type of Fossils
  1-12
  Botanical
  13-20
  Biological
  Botanical Fossils
  1d100
  Age in Years
  Value
  0-50
  d0	thousand
  Crd00	x0
  5-70
  d00	thousand
  Crd0	x00
  7-85
  d,000	thousand
  Crd00	x00
  86-95
  d0	million
  Crd0	x000
  98-00
  d00	million
  Crd00	x000
  Biological Fossils
  1d100
  Age in Years
  Value
  0-65
  d0	thousand
  Crd0	x00
  76-80
  d00	thousand
  Crd00	x00
  8-90
  d,000	thousand
  Crd0	x000
  9-95
  d0	million
  Crd00	x000
  96-00
  d00	million
  Crd,000	x000
  Artifacts
  	
  Artifacts	are	the	remnants	of	a	previous	civilization.	The	listed	
  value	is	for	each	individual	artifact	found	and	sold	to	a	collector,	
  museum,	etc.	Note	that	in	many	cases	the	removal	of	artifacts	
  from	a	world	without	approval	(and	proper	fees,	taxes,	and	other	
  red	tape)	is	prohibited	by	the	local	government.
  1d100
  Age in Years
  Value
  # Found
  0-80
  d0	hundred
  Crd000	x00
  d6
  8-90
  d0	thousand
  Crd000	x000
  d4
  9-95
  d00	thousand
  Crd000	x0,000
  d3
  96-98
  d,000	thousand
  Crd000	x00,000
  d2
  99-00
  d0	million
  Crd0	x0
  
  Salvage
  	
  Salvage	is	an	item	of	recent	(-00	years)	construction	that	
  has	forgotten	and/or	abandoned	by	its	previous	owner.
  1d100
  Salvage
  Damage
  0-50
  Equipment*
  2d6-2	x	0%
  5-75
  Vehicle
  2d6-2	x	0%
  76-90
  Small	Craft
  2d6-2	x	0%
  9-00
  Starship
  2d6-2	x	0%
  	
  *	-25	to	the	size	roll
  1d100
  Size
  0-0
  Tiny
  -35
  Small
  36-75
  Medium
  76-90
  Large
  9-95
  Huge
  96-98
  Gargantuan
  99-00
  Colossal
  
  6
  6
  SKIllS
  p/SURVEy
  	
  The	individual	is	trained	in	the	methods	and	requirements	of	
  conducting	stellar,	system,	and	planetary	surveys.	
  	
  Surveying	a	world	or	system	is	a	process	of	several	stages,	
  moving from the very general to the specific. Points of particular 
  interest	 noted	 during	 the	 survey	 may	 be	 investigated	 after	 the	
  process	is	complete,	or	a	team	may	be	detached	from	the	general	
  survey	to	carry	out	a	close	investigation.	
  	
  Each	survey	task	requires	a	ship	with	sensors	installed,	and	
  both	a	T/Sensor	skill	check	to	obtain	the	data	and	a	P/Survey	skill	
  check	to	interpret	the	results.	The	DC	for	both	tasks	is	the	same	
  and	based	on	the	Survey	task	attempted.	The	required	data	must	
  be	 obtained	 through	 the	 successful	 use	 of	 the	 sensor	 before	
  the	P/Survey	skill	may	be	attempted	to	interpret	what	has	been	
  collected.	P/Survey	skill	can	be	used	in	place	of	the	T/Sensor	
  skill,	but	at	a	–4	penalty	to	the	skill	check	roll.	The	normal	tasks	
  (in	order)	for	a	system	survey	are:
   
  Stellar Data: (DC 15) The classification and relevant (size 
  and	spectral	type)	details	of	the	system’s	star	and	any	companions	
  it	may	have	are	observed.	The	surveying	ship	must	normally	be	
  within	00	diameters	of	the	star,	but	with	time	and	a	good	sensor	
  package	this	survey	can	be	carried	out	from	-2	parsecs	away.	It	
  will	normally	take	2d6	hours	to	complete.
   
  System Data:	(DC	5)	the	general	nature	of	the	system	(the	
  number	and	orbits	of	any	gas	giants	and	planetoids,	along	with	
  the	number	and	orbital	placement	of	any	planets)	is	recorded.	
  A	full	system	survey	will	take	4d6	hours	to	complete.	A	Survey	
  Scout	or	similarly	well-equipped	vessel	can	conduct	this	kind	of	
  survey	from	up	to	a	parsec	away,	but	the	duration	is	at	least	0	
  times	as	long	and	DC	is	5.
   
  Planetary Data:	for	each	world	in	turn,	the	following	process	
  is	used:	
   
  Physical UWP:	(DC	0)	Basic	world	type	(size,	atmosphere,	
  and	hydrographics)	is	observed	and	recorded.	A	failed	skill	check	
  will	cause	one	or	more	of	the	physical	UWP	stats	to	be	off	(Size,	
  Atmosphere,	 and	 Hydrographics).	 This	 will	 take	 d6	 hours	 to	
  complete.	A	failed	skill	check	will	result	in	incorrect	information	
  being	obtained.	Ship	must	be	in	orbit	around	the	world.
  	
  If	the	character	has	a	K/Planetology	skill	rank	of	5	or	more	
  may	 add	 a	 +2	 synergy	 bonus	 to	 the	 P/Survey	 portion	 of	 this	
  task.
   
  Atmospheric Survey:	 (DC5)	 a	 detailed	 atmospheric	
  analysis	is	undertaken.	This	will	take	d6	hours	per	Atmosphere	
  UWP	rating	of	the	world,	and	will	give	the	surveyor	the	climate	
  and	temperature	data	for	the	planet.	A	failed	skill	check	will	result	
  in	 incorrect	 information	 being	 obtained.	 Ship	 must	 be	 in	 orbit	
  around	the	world.
  	
  If	the	character	has	a	K/Climatology	or	K/Meteorology	skill	
  rank	of	5	or	more	may	add	a	+2	synergy	bonus	to	the	P/Survey	
  portion	of	this	task.
   
  Generate Map:	 (DC5)	 create	 a	 map	 of	 the	 major	 terrain	
  features,	even	through	cloud	cover.	This	will	take	d6	hours	per	
  Size	UWP	digit	of	the	world.	For	example	it	will	take	7d6	hour	to	
  map	a	Size	7	world.	A	failed	skill	check	will	cause	one	or	more	of	
  the	aspects	of	the	map	to	be	incorrect,	or	missing.	Ship	must	be	
  in	orbit	around	the	world.	A	more	detailed	map	may	be	generated	
  (	kilometer	scale)	but	this	will	take	d6	days	per	Size	UWP	digit	
  of	the	world.
  	
  If	the	character	has	a	K/Geography	skill	rank	of	5	or	more	
  may	 add	 a	 +2	 synergy	 bonus	 to	 the	 P/Survey	 portion	 of	 this	
  task.
   
  Technology Survey:	(DC5;	DC20	if	TL	or	less)	Determine	
  the	 general	 available	TL,	 of	 the	 world	 and	 the	 location	 of	 any	
  settlements.	This	can	be	done	at	the	same	time	the	map	of	the	
  world	is	being	generated	and	takes	just	as	long.	Ship	must	be	in	
  orbit	around	the	world.	The	tech	level	will	be	determined	as:	Very	
  Low	 (0-3),	 Low	 (4-6),	 Average	 (7-9),	 Interstellar	 (0-2),	 Very	
  High	(3+).
  	
  If	the	character	has	a	K/Anthropology	skill	rank	of	5	or	more	
  may	add	a	+2	synergy	bonus	to	the	P/Survey	portion	of	this	task
   
  Societal Survey:	 (DC20)	 determines	 the	 Population	 (and	
  exponent), Government, Law Level, and specific Tech Level UWP 
  statistics	for	the	world.	This	survey	requires	detailed	study	of	the	
  subject	world	over	a	period	equal	to	d6	weeks	per	Population	
  UWP	digit.	Thus	a	world	with	a	Population	UWP	of	9	requires	9d6	
  weeks	of	surveying	to	determine	the	required	data.	This	requires	
  study	of	the	communications,	electronic	emissions,	and	possibly	
  planetside	 investigation	 and	 research.	 A	 failed	 skill	 check	 will	
  cause	one	or	more	of	the	physical	UWP	stats	to	be	off.
  	
  The	Liaison	skill	or	K/Anthropology	skill	may	be	used	in	place	
  of	T/Sensor	skill	for	this	task.	If	the	character	has	a	Liaison	skill	
  rank	 of	 8	 or	 higher,	or	 K/Anthropology	 skill	 rank	 of	 5	 or	 more,	
  they	may	add	a	+2	synergy	bonus	to	the	P/Survey	portion	of	this	
  task.
   
  Mineral Survey:	(DC25)	the	surface	is	surveyed	for	mineral	
  deposits,	determining	the	Natural	Resource	rating	of	the	world.	
  This	will	take	d6	days	per	Size	UWP	digit	of	the	planet.	A	failed	
  check	will	result	in	an	inaccurate	record	for	the	Natural	Resource	
  rating.	Ship	must	be	in	orbit	around	the	world.	The	time	required	
  for	a	mineral	survey	is	in	addition	to	the	time	required	for	any	
  other	survey.
  	
  The	Geological	Survey	feat	may	be	used	in	conjunction	with	
  this	task.	The	K/Geology	skill	or	K/Mineralogy	skill	may	be	used	
  in	place	of	T/Sensor	skill	for	this	task.	If	the	character	has	a	K/
  Geology	skill	rank	of	8	or	higher,	or	K/Mineralogy	skill	rank	of	5	or	
  more	may	add	a	+2	synergy	bonus	to	the	P/Survey	portion	of	this	
  task.
   
  Botanical Survey:	plant	life	is	collected	and	analyzed.	This	
  type	of	survey	requires	a	physical	investigation	and	that	research	
  be	 conducted	 planetside,	 exploring	 and	 taking	 samples.	 This	
  process	will	normally	take	d6	months	per	Size	UWP	digit	of	the	
  world.	
  	
  The	K/Botany	skill	may	be	used	in	place	of	T/Sensor	skill	
  for	this	task.	If	the	character	has	a	K/Botany	skill	rank	of	5	or	
  more	may	add	a	+2	synergy	bonus	to	the	P/Survey	portion	of	this	
  task.
   
  Biological Survey:	animal	life	is	studied.	This	type	of	survey	
  requires	a	physical	investigation	and	that	research	be	conducted	
  planetside,	 exploring	 and	 taking	 samples.	 This	 process	 will	
  normally	take	d6	months	per	Size	UWP	digit	of	the	world	and	will	
  generate	the	encounter	table	for	each	climate	zone	of	the	world.	
  As	 less	 detailed	 survey	 may	 be	 conducted,	 taking	 d6	 weeks	
  per	Size	UWP,	but	will	only	generate	the	single	most	common	
  creature	encountered	in	each	climate	zone.
  	
  The	presence	of	sentient	beings	on	a	world	complicates	this	
  process.	 Contact	 is	 normally	 avoided	 until	 the	 world	 has	 been	
  carefully	 studied	 and	 the	 nature	 of	 the	 people	 there	 is	 known.	
  Contact	procedures	vary	depending	on	the	circumstances.
  	
  The	K/Biology	skill	may	be	used	in	place	of	T/Sensor	skill	
  for	this	task.	If	the	character	has	a	K/Biology	skill	rank	of	5	or	
  more	may	add	a	+2	synergy	bonus	to	the	P/Survey	portion	of	this	
  task.
  pSIOnIC (pSI)
  Trained Only. Special
  	
  A Psionicist’s abilities in the five spheres are developed in 
  much	the	same	manner	as	normal	skills,	but	their	effects	are	rather	
  different	and	are	thus	discussed	in	chapter	0	(Psionics)	rather	
  than among the “mundane” skills available to character. The five 
  spheres	 (Awareness,	 Clairvoyance,	 Telekinesis,	 Telepathy	 and	
  Teleportation)	are	each	developed	as	a	separate	“skill,”	and	level	
  of	ability	in	each	sphere	indicates	which	talents	the	character	can	
  
  7
  6
  SKIllS
  use	within	that	sphere.	Only	characters	who	have	been	trained	
  at	an	institute	may	develop	Psionic	spheres.	For	all	classes	but	
  the	Psionicist,	psionic	talents	are	developed	as	cross-class	skills,	
  with	a	maximum	level	of	(character	level+3)/2	and	at	a	cost	of	2	
  skill	points	per	rank.
  	
  Psionicists	may	develop	their	talents	as	class	skills,	i.e.	to	
  a	maximum	of	(character	level+3)	ranks	and	at	a	cost	of		skill	
  point	per	rank.	They	must	however	possess	the	sphere	they	wish	
  to	 develop	 their	 skill	 in.	This	 is	 normally	 determined	 when	 the	
  character is first trained, though Psionicists can learn to unlock 
  other	spheres	as	they	gain	power	and	knowledge.
  READ/WRITE lAngUAgE (nOnE)
  Trained Only
   
  The character knows how to read and write in a specific 
  language	other	than	their	native	tongue(s)	and/or	Galanglic.
  	
  This	skill	doesn’t	work	like	normal	skills,	instead	of	spending	
  skill	points	to	buy	an	increase	in	skill	rank,	characters	spend	skill	
  points	and	learn	to	read	and	write	a	new	language.	There	are	
  no	 language	 skill	 checks	 –	 you	 can	 either	 read	 and	 write	 the	
  language	or	you	can’t.	A	character	must	already	have	the	Speak	
  Language	skill	for	any	language	they	wish	to	learn	to	read	and	
  write	in.
  	
  Some	 languages	 do	 not	 have	 a	 written	 form.	 Read/write	
  language	skill	cannot	be	taken	for	such	languages.	
  	
  Some	languages	are	long	dead	with	no	examples	of	the	spoken	
  form	of	the	language	available,	and	only	ancient	manuscripts	and	
  writings	still	in	existence.	In	this	case,	a	character	may	take	the	
  read/write language skill without having first learned to speak the 
  language.	
  	
  Barbarians	do	not	automatically	know	how	to	read	and	write	
  in	their	native	languages.	This	ability	must	be	taken	as	a	new	
  read/write	language	skill.
  RECRUITIng (EDU)
  	
  The	individual	is	familiar	with	the	most	effective	means	of	
  approaching	individuals	and	presenting	proposals	for	employment	
  couched	in	terms	most	likely	to	produce	acceptance.	This	skill	is	
  also	helpful	to	a	ship’s	crew	in	locating	passengers.	Recruiting	
  skill	affects	the	quality	and	quantity	of	recruits	that	will	respond	to	
  a	request	for	applications.
  	
  Check:	When	searching	for	passengers,	the	character	may	
  add	a	+2	bonus	to	all	passenger	rolls	(see	Trade	and	Commerce-
  Passengers	in	THB	for	more	information)	if	he	has	a	recruiting	
  skill	rank	of	5	or	greater.
  	
  Once	per	week	a	check	may	be	made	to	locate	recruits	for	
  volunteer work, job openings, or mercenary tickets. The difficulty 
  in locating qualified applicants and the number of them that 
  actually	apply	are	based	on	the	level	of	expertise	sought,	and	
  the	available	population	of	the	world	to	draw	from.	If	the	check	
  is successful, roll to determine the exact number of qualified 
  applicants	the	character	has	to	choose	from.
  Character Level
  Sought
  DC
  # of Qualified Applicants
  -4
  5
  d8	per	open	position	advertised
  5-8
  0
  d6	per	open	position	advertised
  9-2
  5
  d4	per	open	position	advertised
  3-6
  20
  d3	per	open	position	advertised
  7-20
  25
  d2	per	open	position	advertised
  Circumstance
  Modifier
  World	Population	UWP	rating	is	3	or	less
  +0	DC
  World	Population	UWP	rating	4	or	5
  +5	DC
  World	Population	UWP	rating	8
  -5	DC
  World	Population	UWP	rating	9+
  -0	DC
  	
  Retry:	As	often	as	needed,	though	no	more	than	one	check	
  can	be	made	per	position	advertised.
  	
  Special:	Unlike	Leader	skill,	a	recruiter	is	skilled	at	screening	
  applicants,	narrowing	down	the	mass	of	applicants	to	the	few	who	
  are best qualified of. However a Leader skill rank of 8 or higher 
  will	earn	the	character	a	+2	synergy	bonus	on	all	recruiting	skill	
  checks.
  RIDE (DEx)
  	
  When	 the	 character	 selects	 this	 skill,	 choose	 the	 type	 of	
  mount	the	character	is	familiar	with.	For	this	purpose,	“horses”	
  includes	mules,	donkeys,	and	ponies.	If	the	character	uses	the	
  skill	 with	 a	 different	 mount	 (such	 as	 riding	 a	 sand	 lizard	 when	
  the	character	is	used	to	riding	horses),	the	character’s	rank	is	
  reduced	by	2	(but	not	below	0).	If	the	character	uses	this	skill	with	
  a very different mount (such as riding a flying mount when the 
  character	is	used	to	a	land	based	mount),	the	character’s	rank	is	
  reduced	by	5	(but	not	below	0).
  	
  Check:	 Typical	 riding	 actions	 do	 not	 require	 checks.	 The	
  character	can	saddle,	mount,	ride,	and	dismount	from	a	mount	
  without	a	problem.	Mounting	or	dismounting	is	a	move-equivalent	
  action.	Some	tasks	require	checks:
  Riding Task
  DC
  Guide	with	knees
  5
  Stay	in	saddle
  5
  Fight	with	warhorse
  0
  Leap
  5
  Control	Mount	in	Battle
  20
  Fast	mount	or	dismount
  20*
  Cover
  5
  Soft	fall
  5
  *Armor	check	penalty	applies.
  	
  Guide with knees:	the	character	can	react	instantly	to	guide	
  a	 mount	 with	 his	 knees.	This	 allows	 the	 use	 of	 both	 hands	 in	
  combat.	 Make	 the	 check	 at	 the	 start	 of	 the	 character’s	 round.	
  If	the	check	is	failed,	the	character	can	only	use	one	hand	this	
  round	because	he	needs	to	use	the	other	to	control	his	mount.
  	
  Stay in Saddle:	The	character	can	react	instantly	to	try	to	
  avoid	falling	when	his	mount	rears	or	bolts	unexpectedly	or	when	
  either	mount	or	rider	takes	damage.	
  	
  Cover:	 The	 character	 can	 react	 instantly	 to	 drop	 down	
  and	hang	alongside	the	mount,	using	it	as	one-half	cover.	The	
  character	 cannot	 attack	 or	 use	 psionic	 talents	 while	 using	 his	
  mount	as	cover.	If	the	check	is	failed,	the	character	doesn’t	get	
  the cover benefit.
  	
  Soft Fall:	 The	 character	 reacts	 instantly	 to	 try	 to	 take	 no	
  damage	when	he	falls	off	a	mount,	such	as	when	it	is	killed	or	
  when	it	falls.	If	the	check	is	failed,	the	character	takes	d6	points	
  of	falling	damage.
  	
  Leap:	The	character	can	get	a	mount	to	leap	obstacles	as	
  part of its movement. Use the character’s Ride skill modifier or 
  the mount’s Jump skill modifier (whichever is lower) to see how 
  far	the	mount	can	jump.	The	DC	(5)	is	what	the	character	needs	
  
  8
  6
  SKIllS
  to	roll	to	stay	on	the	mount	when	it	leaps.
  	
  Control Mount in Battle:	As	a	move-equivalent	action,	the	
  character	 can	 attempt	 to	 control	 a	 light	 horse,	 pony,	 or	 heavy	
  horse	while	in	combat.	If	the	check	is	failed,	the	character	can	do	
  nothing	else	that	round.	The	character	does	not	need	to	roll	for	
  warhorses	or	warponies.
  	
  Fast Mount or Dismount:	 The	 character	 can	 mount	 or	
  dismount	 as	 a	 free	 action.	 If	 the	 check	 is	 failed,	 mounting	 or	
  dismounting	is	a	move-equivalent	action.	(The	character	cannot	
  attempt	a	fast	mount	or	dismount	unless	he	or	she	is	already	in	a	
  position	to	perform	the	mount	or	dismount	as	a	move-equivalent	
  action	this	round.)
  	
  Special:	If	the	character	is	riding	bareback,	he	suffers	a	–5	
  penalty	on	Ride	checks.
  	
  If	the	character	has	5	or	more	ranks	in	Handle	Animal,	he	
  gets	a	+2	synergy	bonus	to	Ride	checks.
  	
  If	 the	 character’s	 mount	 has	 a	 military	 saddle,	 it	 gives	 a	
  +2	circumstance	bonus	to	Ride	checks	related	to	staying	in	the	
  saddle.
  SEARCH (InT)
   
  The character has a knack for finding things at opportune 
  moments,	 spotting	 secret	 compartments,	 locating	 hidden	
  recesses,	 revealing	 disguised	 catches,	 and	 discovering	 other	
  forms of concealed, hidden or hard to find objects.
  	
  Check:	The	character	generally	must	be	within	3	meters	of	
  the	object	or	surface	to	be	searched.	It	takes		round	to	search	a	
  .5-meter-by-.5-meter	area	or	a	volume	of	goods	.5	meters	on	
  a	side;	doing	so	is	a	full-round	action.
  Task
  DC
  Ransack a chest full of junk to find a certain item
  0
  Notice	a	typical	secret	door	or	a	simple	trap
  20
  Find a difficult trap not of stone*
  2+
  Notice	a	well-hidden	secret	door
  30
   
  *While anyone can use Search to find a trap whose DC is 20 
  or	less,	only	a	Rogue	can	use	Search	to	locate	traps	with	higher	
  DCs.	Finding	a	trap	has	a	DC	of	at	least	20,	and	the	DC	is	higher	
  if	it	is	well	hidden.
  	
  Special:	A	character	who	does	not	have	the	Track	feat	can	
  use the Search skill to find tracks, but can only follow tracks if the 
  DC	is	0	or	less.	See	the	Spot	skill	below.
  SEnSE mOTIVE (WIS)
  	
  The	character	has	the	ability	to	know	when	someone	might	
  be	lying,	withholding	information,	attempting	to	pull	a	con,	or	is	
  otherwise	acting	in	bad	faith	or	under	duress.
  	
  Check:	A	 successful	 check	 allows	 the	 character	 to	 avoid	
  being	bluffed.	The	character	can	also	use	the	skill	to	tell	when	
  someone	is	trying	to	hide	the	fact	that	they	are	under	stress	or	
  hiding	something,	or	to	assess	someone’s	trustworthiness.	Trying	
  to	gain	information	with	this	skill	takes	at	least		minute,	and	the	
  character	could	spend	a	whole	evening	trying	to	determine	the	
  motivations	of	a	group	of	people.
  Sense Motive Task
  DC
  Hunch
  20
  Sense psionic influence
  25
  	
  Hunch:	This	use	of	the	skill	essentially	means	making	a	gut	
  assessment	 of	 the	 social	 situation.	 The	 character	 can	 get	 the	
  feeling	from	another’s	behavior	that	something	is	wrong,	such	as	
  when	he	is	talking	to	an	impostor.	Alternatively,	the	character	can	
  correctly	determine	that	someone	is	trustworthy.
  	
  Sense Psionic Influence:	 The	 character	 can	 tell	 that	
  someone’s behavior is being influenced by a Psionic effect (by 
  definition, a mind-affecting effect), even if that person isn’t aware 
  of	it	herself.
  	
  Retry:	No,	though	the	character	may	make	a	Sense	Motive	
  check	for	each	bluff	directed	at	him.
  	
  Special: In	 many	 situations,	 the	 Referee	 will	 make	 the	
  Sense	Motive	roll	secretly	on	behalf	of	the	player,	to	conceal	the	
  degree	of	success	(or	otherwise).	A	drastic	failure	may	cause	the	
  character	to	totally	misinterpret	the	situation.
  SpEAK lAngUAgE (nOnE)
  Trained Only
  	
  The	 Speak	 Language	 skill	 does	 not	 work	 like	 a	 standard	
  skill.
  	
  The	character	starts	at	st	level	knowing	one	or	two	languages	
  (according	to	the	character’s	race)	plus	an	additional	number	of	
  languages	equal	to	the	character’s	Intelligence	bonus.	
  	
  Instead	of	buying	a	rank	in	Speak	Language,	the	character	
  chooses	a	new	language	that	the	character	can	speak.	
  	
  The	character	doesn’t	make	Speak	Language	checks.	The	
  character	either	knows	a	language	or	the	character	doesn’t.	
  	
  Retry:	 Not	 applicable.	 (There	 are	 no	 Speak	 Language	
  checks	to	fail.)
  SpOT (WIS)
  	
  The	character	is	skilled	at	spotting	an	ambush	and	noticing	
  people	or	creatures	hiding	in	nearby	shadows,	using	high	brush	
  as	cover,	or	otherwise	using	concealment.	The	character	is	also	
  adept	at	noticing	actions	by	others	that	might	be	missed	by	most,	
  such	as	slight	of	hand	or	pickpocketing.
  	
  Check:	The	Spot	skill	is	used	primarily	to	detect	characters	
  or	creatures	who	are	hiding.	Typically,	Spot	is	opposed	by	the	
  Hide	check	of	the	creature	trying	not	to	be	seen.	Sometimes	a	
  creature isn’t intentionally hiding but is still difficult to see, so a 
  successful	Spot	check	is	necessary	to	notice	it.	
  	
  A	 Spot	 check	 result	 of	 greater	 than	 20	 can	 generally	 let	
  the	 character	 become	 aware	 of	 an	 invisible	 creature	 near	 the	
  character	(though	the	character	can’t	actually	see	it).
  	
  Spot	is	also	used	to	detect	someone	in	disguise.
  Condition
  Penalty
  Per	3	meters	of	distance
  -
  Spotter	distracted
  -5
  	
  Retry:	 The	 character	 can	 make	 a	 Spot	 check	 every	 time	
  he	or	she	has	the	opportunity	to	notice	something	in	a	reactive	
  manner.	As	a	full-round	action,	the	character	may	attempt	to	spot	
  something	that	they	failed	to	spot	previously.
  	
  Special: When	comparing	Spot	and	Search	skills,	remember	
  that	 Spot	 would	 allow	 a	 character	 to	 detect	 someone	 hiding,	
  without	necessarily	alerting	the	other	person	that	they	have	been	
  seen.	A	search	is	more	systematic	and	is	almost	certain	to	be	
  obvious	to	the	person	hiding,	allowing	them	to	creep	away	before	
  they	are	discovered.
  SURVIVAl (WIS)
  	
  The	character	is	skilled	in	the	art	of	survival	in	the	wild,	including	
  locating	sources	of	food	and	fresh	water	(if	available),	producing	
  fires (where possible), finding shelter, avoiding dangerous flora 
  and	fauna,	and	dealing	with	the	dangers	of	hazardous	climates	
  (arctic,	desert,	etc).	If	a	character	with	Survival	skill	has	the	Armor/
  Vac	Suit	or	Armor/Battle	Dress	feats,	he	is	also	familiar	with	the	
  
  9
  6
  SKIllS
  needs	of	survival	in	the	vacuum	of	space.
  	
  Check:	A	 successful	 Survival	 check	 once	 per	 day	 (DC0	
  under	 optimal	 circumstances),	 will	 provide	 a	 character	 with	
  enough	of	the	necessary	essentials	to	survive	another	day,	but	
  only	if	such	resources	are	realistically	available	and	accessible.	
  Only	in	the	most	unusual	of	situations	would	a	character	be	able	
  to	access	a	source	of	fresh	water	located	300	meters	beneath	the	
  ground, though she might be able to find a way to extract water 
  from	the	local	vegetation.	Nor	would	a	character	stranded	on	a	
  vacuum	world	be	able	to	come	up	with	a	way	to	produce	more	
  oxygen	without	specialist	equipment,	though	he	would	know	how	
  to	best	conserve	his	air	to	survive	as	long	as	possible.
  DC
  Task
  0
  Get	along	in	the	wild.	Move	up	to	one-half	the	character’s	
  overland	speed	while	hunting	and	foraging	(no	food	or	
  water	supplies	needed).	The	character	can	provide	food	
  and	 water	 for	 one	 other	 person	 for	 every	 2	 points	 by	
  which	the	character’s	check	result	exceeds	0.
  5
  Gain	+2	on	all	Fortitude	saves	against	severe	weather	
  while	 moving	 up	 to	 one-half	 the	 character’s	 overland	
  speed,	or	gain	+4	if	stationary.	The	character	may	grant	
  the	same	bonus	to	one	other	character	for	every		point	
  by	which	the	check	result	exceeds	5.
  5
  Avoid	getting	hopelessly	lost*	or	avoid	natural	hazards,	
  such	as	quicksand.
  *	This	is	not	a	substitute	for	Navigation	skill,	but	merely	allows	a	
  character to move around yet find his way back to a given point 
  (path,	cave,	wrecked	vehicle	etc).
  	
  Retry:	For	getting	along	in	the	wild	or	for	gaining	the	Fortitude	
  save	bonus,	the	character	makes	a	check	once	every	24	hours.	
  The	result	of	that	check	applies	until	the	next	check	is	made.	To	
  avoid	getting	lost	or	to	circumvent	natural	hazards,	the	character	
  makes	 a	 check	 whenever	 the	 situation	 calls	 for	 one;	 in	 these	
  circumstances,	retries	are	not	allowed
  	
  Special:	 If	 the	 character	 has	 5	 or	 more	 ranks	 of	 Intuit	
  Direction,	 he	 gets	 a	 +2	 synergy	 bonus	 on	 Survival	 checks	 to	
  avoid	getting	lost.
  SWIm (STR) 
   
  The character is capable of remaining afloat, swimming 
  along	 the	 surface,	 diving	 and	 swimming	 beneath	 the	 surface,	
  and	otherwise	functioning	and	surviving	for	a	period	in	a	body	of	
  water (or other non-toxic fluid, though this does depend upon the 
  density	of	the	liquid).
  	
  Check:	A	 successful	 Swim	 check	 allows	 the	 character	 to	
  swim	one-quarter	of	his	speed	as	a	move-equivalent	action	or	
  one-half	his	speed	as	a	full-round	action.	Roll	once	per	round.	If	
  the	character	fails,	he	makes	no	progress	through	the	water.	If	
  the	character	fails	by	5	or	more,	he	goes	underwater	and	starts	to	
  drown	unless	he	is	wearing	suitable	breathing	apparatus.
  	
  If	the	character	is	underwater	(whether	drowning	or	swimming	
  underwater	intentionally),	he	suffers	a	cumulative	–	penalty	to	
  his	 Swim	 check	 for	 each	 consecutive	 round	 the	 character	 has	
  been	underwater,	unless	he	is	equipped	with	breathing	gear.
  	
  The	DC	for	the	Swim	check	depends	on	the	water:
  Water Conditions
  DC
  Calm	water
  0
  Rough	water
  5
  Stormy	water
  20
  Very	Hot	or	Cold	Water
  +2
  Icy	Water
  +5*
  *	Make	the	fatigue	check	(see	below)	every	0	minutes	unless	
  wearing	an	insulated	or	heated	suit.
  	
  Each	 hour	 that	 the	 character	 swims,	 make	 a	 Swim	 check	
  against	 DC	 20	 or	 take	 d6	 points	 of	 subdual	 damage	 from	
  fatigue.
  	
  Special:	Instead	of	an	armor	check	penalty,	the	character	
  suffers	 a	 penalty	 of	 –	 for	 each	 2kg	 of	 gear	 he	 is	 carrying	 or	
  wearing.
  TECHnICAl (EDU)
  Trained Only
  	
  Technical	is	actually	a	number	of	separate	skills.	For	instance,	
  the	character	could	have	the	skill	T/Electronics.	The	character’s	
  ranks	in	that	skill	don’t	affect	any	checks	he	happens	to	make	for	
  Engineering	or	Gravitics,	for	example.	The	character	could	have	
  several	Technical	skills,	each	with	its	own	ranks,	each	purchased	
  as	a	separate	skill.
   
  A Technical skill is specifically focused on installing, 
  maintaining,	repairing	and/or	creating	items	of	technology	such	
  as	 electronic	 equipment,	 vehicles,	 grav	 modules,	 jump	 drives,	
  etc.	When	this	skill	is	selected,	the	character	immediately	must	
  pick a specific technical field that is represented by the skill. 
  Below	 are	 some,	 but	 by	 no	 means	 all,	 of	 the	 Technical	 skills	
  used	 in	 the	 Traveller	 universe.	 Others,	 such	 as	 Astrogation,	
  Communications,	Computer,	and	more	follow	in	more	detail	at	
  the	end	of	this	skill	entry.
  	
  Electronics:	 Practiced	 in	 the	 use,	 operation,	 and	 repair	 of	
  electronic	devices.
  	
  Engineering: Skilled	 in	 the	 operation	 and	 maintenance	 of	
  starship	maneuver	drives,	Jump	drives,	and	power	plants.	
  	
  Gravitics:	The	individual	has	skill	in	the	use,	operation,	and	
  repair	of	gravitic	devices.	Such	items	include	air/raft	lift	modules,	
  grav	belts,	grav	sleds,	grav	tanks,	etc.	Gravitics	skill	deals	with	
  the	 technical	 details	 of	 such	 vehicles;	 Pilot	 skill	 is	 required	 to	
  actually	pilot	or	drive	them.
  	
  Mechanical:	The	 individual	 has	 skill	 in	 the	 use,	 operation,	
  and repair of mechanical devices. This skill specifically excludes 
  the field of engineering but does include non-energy weapon 
  repair.
  	
  Check:	 The	 character	 can	 practice	 a	 trade	 and	 make	 a	
  decent	living,	earning	a	paycheck	for	every	week	of	dedicated	
  work.	The	character	knows	how	to	use	the	tools	of	the	trade,	how	
  to	perform	routine	tasks,	how	to	supervise	untrained	helpers,	and	
  how	to	handle	common	problems.
   
  Employment: To	 obtain	 employment,	 the	 character	 must	
  make	a	search	each	week	contacting	prospective	employers	and	
  canvassing	for	job	openings.	At	the	end	of	the	week	he	makes	a	
  skill	check	against	a	DC	of	0	+	the	Maintain	Employment	DC	of	
  the	position	being	sought.	For	example,	a	character	searching	
  for	a	position	as	an	Electronics	Manager	would	need	to	make	
  a	successful	T/Electronics	skill	check	vs.	DC25	to	locate	a	job	
  opening	that	week.
  	
  Note	 that	 a	 character	 may	 not	 Take0	 or	 Take20	 when	
  making	a	Maintain	Employment	or	Earn	Promotion	check.
  Maintain
  Earn
  Weekly
  Position
  Employment Promotion
  Pay
  Example
  General	
  Employee
  5
  25
  Cr500
  Technician,	Nurse,	
  Drive	Hand
  Supervisor
  0
  30
  Cr750
  Shift	Leader
  
  20
  6
  SKIllS
  Manager
  5
  35
  Cr000
  Chief	Engineer,	
  Shop	Foreman
  Executive
  20
  -
  Cr2000
  Owner,	Top	
  Management
  	
  Maintaining	Employment:	At	the	end	of	each	week	a	character	
  has	worked	in	a	job,	she	must	make	a	Maintain	Employment	check	
  to	see	if	she	maintains	the	position	for	another	week.	If	the	check	
  fails,	 she	 forfeits	 her	 pay	 for	 that	 week	 and	 must	 immediately	
  make	another	skill	check	at	the	same	DC.	If	this	second	check	is	
  also	failed,	she	is	demoted	to	the	next	lower	position,	and	must	
  make	a	third	check.	If	she	fails	this	one	she	loses	her	job.
  	
  A	 weekly	 check	 is	 called	 for	 to	 allow	 characters	 to	 take	
  occasional	mundane	jobs	in	between	their	travels.	The	Referee	
  may,	at	his	or	her	discretion,	increase	this	check	to	once	every	
  month	or	even	every	year.	For	even	longer	periods	of	employment,	
  see	the	Prior	History	section	on	the	Professional	class	for	more	
  information.
  	
  Earning a Promotion:	At	the	end	of	each	month	a	character	
  has	worked	in	a	position,	she	may	make	an	Earn	Promotion	check	
  to	see	if	she	is	promoted	to	the	next	pay	position.	For	example,	
  a	character	that	is	a	general	employee	and	earns	a	promotion	
  would	begin	the	next	month	as	a	supervisor.	Executives	cannot	
  be	promoted.
  	
  The	Weekly	Paycheck:	At	the	end	of	the	week	a	character	
  will	earn	a	paycheck	appropriate	to	their	position.
  	
  Creating Items: The	basic	function	of	the	Technical	skill	is	
  to	allow	the	character	to	make	and	repair	items	of	the	appropriate	
  type. The DC depends on the difficulty of the item created. The 
  DC,	 the	 character’s	 check	 results,	 and	 the	 price	 of	 the	 item	
  determine how long it takes to make the item. The item’s finished 
  price	 also	 determines	 the	 cost	 of	 raw	 materials.	 (In	 the	 game	
  world,	it	is	the	skill	level	required,	the	time	required,	and	the	raw	
  materials	required	that	determine	an	item’s	price.	That’s	why	the	
  item’s	price	and	DC	determine	how	long	it	takes	to	make	the	item	
  and	the	cost	of	the	raw	materials.)
  	
  All	technical	personnel	require	the	proper	tools	to	give	the	
  best	chance	of	success;	if	improvised	tools	are	used	instead,	the	
  check	is	made	with	a	-2	circumstance	penalty.	On	the	other	hand,	
  very	high-quality	tools	provide	a	+2	circumstance	bonus.
  	
  To	determine	how	much	time	and	money	it	takes	to	make	an	
  item:
  	
  .	Find	the	DC	listed	here	or	have	the	Referee	set	one.
  	
  2.	Pay	one-third	the	item’s	price	in	raw	materials.
  	
  3.	Make	a	skill	check	representing	one	time	period.
   
  If the check succeeds, find the current “work value” by 
  multiplying	 the	 check	 result	 by	 the	 DC	 and	 dividing	 by	 0.	 If	
  the	result	equals	the	price	of	the	item,	then	the	character	has	
  completed	it.	If	the	work	value	equals	double	or	triple	the	price	of	
  the	item,	then	the	character	has	completed	the	task	in	one-half	
  or	one-third	the	time,	and	so	on.)	If	the	work	value	doesn’t	equal	
  the	price,	then	it	represents	the	partial	progress	the	character	has	
  made	this	time	period.	Record	the	result	and	make	a	check	for	
  the	next	time	period.	Each	time	period	the	character	makes	more	
  progress	until	the	total	work	value	reaches	the	price	of	the	item.
  	
  If	the	character	fails	the	check,	he	makes	no	progress	this	
  time	period.	If	the	character	fails	by	5	or	more,	he	ruins	half	the	
  raw	materials	and	must	pay	half	the	original	raw	material	cost	
  again.	 Failure	 by	 0	 or	 more	 indicates	 that	 the	 character	 has	
  ruined	the	whole	piece	and	must	start	over	with	new	materials	
  (paying	the	entire	cost	again)
  	
  Creating Masterwork Items:	 The	 character	 can	 make	 a	
  masterwork	item	(an	item	that	conveys	a	bonus	to	its	use	through	
  its	exceptional	craftsmanship).	To	create	a	masterwork	version	of	
  an	item	on	the	table	below,	the	character	creates	the	masterwork	
  component	as	if	it	were	a	separate	item	in	addition	to	the	standard	
  item.	The	masterwork	component	has	its	own	price	and	DC.	Once	
  both	 the	 standard	 component	 and	 the	 masterwork	 component	
  are completed, the masterwork item is finished. (Note: The price 
  the	character	pays	for	the	masterwork	component	is	one-third	of	
  the	given	amount,	just	as	it	is	for	the	price	in	raw	materials.)
  	
  Masterwork	tools	add	a	+2	circumstance	bonus	to	related	
  skill	 checks	 (if	 any).	 Masterwork	 weapons	 add	 a	 +	 bonus	 to	
  attack	rolls.	Masterwork	items	usually	sell	for	at	least	twice	their	
  normal	value.
  TABlE: Technical Construction
  Item
  DC
  Time 
  Period
  Mechanical
  Basic	Personal	Equipment
  5
  Hour
  Advanced	Personal	Equipment
  0
  Day
  Vehicle	Chassis
  0
  Week
  Vehicle	Subsystem
  5+
  Week
  Electronics
  Basic	Personal	Equipment
  5
  Hour
  Advanced	Personal	Equipment
  0
  Day
  Laser	Weapons
  0
  Week
  Gauss	Weapons
  5
  Week
  Energy	Weapons
  20
  Month
  Vehicle	Subsystem
  30+
  Month
  Gravitics
  Gravitic	Part
  5
  Day
  Gravitic	System
  20+
  Week
  Engineering
  Ship’s	Hull
  0
  Week
  Ship’s	Power	Plant	Part
  5
  Day
  Ship’s	Power	Plant	or	Maneuver	Drive	
  Part
  20
  Week
  Maneuver	Drive	or	Jump	Drive	Part
  30	+
  Month
  Jump-	Drive
  40
  Year
  Jump-6	Drive
  70
  Year
  	
  Retrying to Create Items:	Yes,	but	each	time	the	character	
  misses	by	5	or	more,	the	character	ruins	half	the	raw	materials	
  and	have	to	pay	half	the	original	raw	material	cost	again.	If	he	
  fails	by	0	or	more,	he	must	start	over.
  	
  Disabling Devices:	 The	 character	 is	 skilled	 at	 disarming	
  alarm	 systems,	 picking	 locks	 (of	 mechanical	 and/or	 electronic	
  sort),	 disabling	 a	 malfunctioning	 robot,	 or	 similar	 tasks	 using	
  their	 T/Mechanical	 or	 T/Electronic	 skills.	 The	 effort	 requires	 at	
  least	a	simple	tool	of	the	appropriate	sort	(a	pick,	pry	bar,	saw,	
  file, electronic toolset, etc.). Attempting a disable device check 
  without	a	set	of	proper	tools	carries	a	–2	circumstance	penalty.	
  The	Referee	makes	the	skill	check	so	that	the	character	doesn’t	
  necessarily	 know	 whether	 the	 character	 has	 succeeded.	 The	
  amount	 of	 time	 needed	 to	 make	 a	 check	 and	 the	 DC	 for	 the	
  check	depends	on	how	tricky	the	device	is.	Disabling	a	simple	
  device	takes		round	(and	is	at	least	a	full-round	action).	Intricate	
  or	complex	devices	require	2d4	rounds.	The	character	also	can	
  
  2
  6
  SKIllS
  rig	 simple	 devices	 such	 as	 vehicle	 wheels	 or	 steering	 to	 work	
  normally	for	a	while	and	then	fail	or	fall	off	some	time	later	(usually	
  after	d4	rounds	or	minutes	of	use).
  	
  Disabling	(or	rigging	or	jamming)	a	fairly	simple	device	has	
  a	DC	of	0.	More	intricate	and	complex	devices	have	a	higher	
  DC.	 The	 Referee	 rolls	 the	 check.	 If	 the	 check	 succeeds,	 the	
  character	disables	the	device.	If	the	check	fails	by	up	to	4,	the	
  character	has	failed	but	can	try	again.	If	the	character	fails	by	5	or	
  more,	something	goes	wrong.	If	it’s	a	trap,	the	character	springs	
  it.	If	it’s	some	sort	of	sabotage,	the	character	thinks	the	device	is	
  disabled,	but	it	still	works	normally.
  Device
  Time
  DC*
  Example
  Simple
  	round
  0
  Jam	a	mechanical	lock	or	
  mechanism
  Tricky
  d4	rounds
  5
  Pick	a	mechanical	lock
  Difficult
  2d4	rounds
  20
  Pick	a	basic	electronic	lock
  Wicked
  2d8	rounds
  25
  Disarm	a	complex	alarm	
  trigger
  *If	 the	 character	 attempts	 to	 leave	 behind	 no	 trace	 of	 the	
  tampering,	add	5	to	the	DC.
  DETAIlED TECHnICAl SKIllS
  	
  The	following	Technical	skills	are	also	available,	and	while	
  they	are	not	used	to	“create”	anything,	they	have	quite	important	
  uses	in	a	technologically	advanced	universe.
  T/ASTROgATIOn
  Trained Only
  	
  The	character	is	trained	in	the	science	of	normal	and	Jump	
  space	navigation.	The	Astrogator	on	a	starship	plots	the	course	
  and	ensures	that	the	information	needed	by	the	pilot	and	other	
  crewmembers	is	available	when	it	is	needed.	
  	
  Determine Location:	When	a	ship	enters	a	new	system	after	
  a	Jump,	the	Astrogator	must	determine	its	exact	position	before	
  it	may	decide	on	another	course	of	action.	This	task	has	a	base	
  DC	of	0.	In	combat,	this	is	a	standard	action	for	crewmembers.	
  Failure	of	the	task	will	add	3d6	minutes/hours	(as	appropriate)	to	
  the	travel	time	of	the	ship	to	its	next	destination	in	the	system.
  	
  Plot a Standard Course:	 Traveling	 from	 point	A	 to	 point	
  B	in	space,	requires	the	Astrogator	to	plot	a	course	and	thrust	
  schedule	for	the	pilot	to	follow.	This	task	has	a	base	DC	of	0.	
  In	combat	it	is	a	standard	action.	Failure	of	the	task	will	add	2d6	
  minutes/hours	(as	appropriate)	to	the	travel	time	of	the	ship	to	its	
  destination.
  	
  Plot a Jump Route:	 A	 Jump	 Plot	 can	 be	 created	 by	 a	
  computer,	and	Plots	are	available	in	the	form	of	“course	tapes”	
  purchased	 from	 major	 ports	 and	 for	 common	 destinations.	
  However,	the	nature	of	Jump	makes	electronic	systems	less	than	
  reliable	when	creating	a	plot.	A	computer	will	throw	up	dozens	
  of	apparently	suitable	Jump	solutions.	All	of	them	will	of	course	
  work,	but	minor	variations	in	the	plot	will	cause	large	variance	in	
  flight time and emergence point. A good Astrogator develops a 
  “feel”	for	his	calculations	that	borders	upon	black	magic.	He	or	
  she	can	somehow	predict	the	variance	in	the	system	to	shave	
  a	few	minutes	off	average	Jump	time	and	to	give	an	emergence	
  point	as	close	as	possible	to	the	destination.	This	task	has	a	base	
  DC	of	5.	In	combat	this	is	a	full	action.	Failure	in	this	task	will	
  result	in	a	Misjump.
  	
  TABlE: Astrogation Tasks
  Task
  DC
  Determine	Location
  0
  Plot	Standard	Course
  0
  Plot	Jump	Course
  5
  Circumstances
  Modifier
  Rushed, Under fire
  +5
  No	Functioning	Ship’s	Computer
  +5
  Familiar	Destination
  +0
  Fringe/Frontier	region
  +5
  Deep	space	(empty	hex)
  +5
  Uncharted	region
  +0
  T/COmmUnICATIOnS
  Trained Only
  	
  The	character	is	trained	in	the	use,	repair,	and	maintenance	
  of	communications	devices.	While	anyone	can	press	the	button	
  and	 make	 a	 communicator	 function,	 this	 skill	 is	 necessary	 to	
  understand	 why	 the	 device	 does	 not	 work,	 or	 how	 to	 use	 the	
  device	for	purposes	other	than	open	transmission.
  	
  Boost Signal: A comm. officer can attempt to boost an 
  incoming	 or	 outgoing	 signal	 in	 an	 attempt	 to	 punch	 through	
  jamming	 or	 natural	 signal	 degradation.	 When	 attempting	 to	
  boost through active jamming, the comm. officer makes a T/
  Communications	skill	check	vs.	the	Com	Jamming	rating	for	the	
  opposing	ship	this	round.	If	successful,	the	signal	gets	through	the	
  opponents	attempt	to	jam	it.	When	attempting	to	boost	a	naturally	
  degraded	signal,	the	Referee	should	set	a	DC	appropriate	to	the	
  situation.
  	
  Break a Secure Channel:	Just	as	they	can	establish	them,	a	
  comm. officer can attempt to break a secure channel and monitor 
  any	transmissions.	Every	secure	channel	has	a	set	Encryption	
  rating. To break the channel, the comm. officer must make a 
  successful	 T/Communications	 skill	 check	 using	 the	 Encryption	
  rating	as	the	DC.	This	is	a	full	combat	action,	and	if	unsuccessful,	
  may	be	attempted	again	as	long	as	the	signal	is	still	active.
  	
  Detect a Signal:	Any	signal	directed	to	another	comm.	unit	
  will	automatically	be	detected.	This	task	is	used	when	trying	to	
  detect	signals	meant	for	other	comm.	units.	Open	and	unsecured	
  signals	can	automatically	be	detected	(base	DC	of	0)	if	someone	
  is	looking	for	them.	It	is	just	a	matter	of	scanning	frequencies.	
  Secure	signals	can	also	be	automatically	detected	(base	DC	of	0)	
  if	being	watched	for,	but	as	they	are	encrypted	this	will	do	no	good	
  unless	someone	can	break	the	encryption.	Detecting	hidden	or	
  piggybacked	signals	required	a	keen	comm.	operator	to	detect,	
  and	have	a	base	DC	of	20.	In	combat	this	is	a	full	action.
  	
  Establish Basic Comm. Channel:	The	most	rudimentary	of	
  tasks	(DC0),	this	will	establish	an	open,	unsecure	communication	
  channel	 between	 two	 communicators.	 In	 combat,	 this	 is	 a	
  standard	action.
  	
  Establish a Secure Channel:	A	secure	channel	offers	some	
  protection	from	a	conversation/data	transfer	from	being	monitored	
  by encrypting the signal. The comm. officer establishing the 
  channel	 makes	 a	 T/Communications	 skill	 check	 to	 establish	
  the	Encryption	level	of	the	transmission.	Anyone	attempting	to	
  monitor the channel must break this encryption first. This is a full 
  combat	action.
  	
  Hide or Piggyback a Signal: A comm. officer can attempt 
  to	hide	a	transmission	by	using	an	exotic	frequency	or	attempting	
  to	 piggyback	 the	 transmission	 on	 top	 of	 another	 signal	 source	
  
  22
  6
  SKIllS
  (such	as	a	laser).	Unless	someone	is	expecting	such	a	signal,	
  or	actively	searching	for	such	signals,	the	probability	of	such	a	
  transmission	being	detected	is	very	low.	Such	a	task	has	a	base	
  DC	of	20.	In	combat,	this	is	a	full	action.	If	this	task	fails,	the	signal	
  is	not	hidden	and	may	be	detected	normally.
  	
  Jam Local Communications: A communications officer 
  can	spend	each	combat	round	attempting	to	jam	any	incoming	
  or	outgoing	communication	signals	within	the	range	of	his	own	
  comm.	systems.	At	the	beginning	of	each	round,	the	character	
  should	 make	 a	 T/Communications	 skill	 roll	 to	 set	 the	 Com	
  Jamming	rating	for	the	round.	Any	other	ship	within	range	must	
  make	a	successful	T/Communications	skill	check	of	their	own	vs.	
  this	Com	Jamming	rating	for	their	signal	to	get	through.	If	more	
  than	one	ship	is	Com	Jamming,	each	must	be	defeated	in	turn	
  before	a	signal	may	be	pushed	through.	In	combat,	this	is	a	full	
  action.
   
  TABlE: Communication Tasks
  Task
  DC
  Break	a	Secure	Channel
  Encryption	rating
  Detect	an	Unsecured	signal
  0
  Establish	Basic	Channel
  0
  Establish	Secure	Channel
  *
  Hide/Piggyback	Signal
  20
  Jam	Communications
  *
  Circumstances
  Modifier
  Hidden/Piggybacks	(detection	only)
  +20
  Minor	Noise	and	Static
  +5
  Considerable	Noise	and	Static
  +0
  Heavy	Noise	and	Static
  +20
  Weak
  +5
  Faint
  +0
  Very	Faint
  +20
  Active	Jamming
  Com	Jamming	rating
  Communication	System
  -Model	Number
  T/COmpUTER
  Trained Only
  	
  The	character	is	skilled	in	the	programming	and	operation	of	
  electronic and fiber optic computers, both ground and shipboard 
  models.	Computers	can	be	found	on	any	world	with	a	TL	of	8	
  or	 higher,	 becoming	 exponentially	 more	 common	 at	 higher	
  technology	levels.	A	character	without	at	least	some	computer	
  training might find himself at disadvantage in the highly technical 
  Traveller universe.
  	
  Basic Tasks: The	following	are	all	the	most	basic	of	tasks	
  that	anyone	with	a	skill	rank	of		or	more	will	be	able	to	accomplish	
  automatically	 (base	 DC	 of	 0);	 Log	 on	 to	 a	 Datanet,	 send	 and	
  receive messages, search for non-classified information, retrieve 
  data and files
  	
  Data 
  Encryption/Decryption:	
  Standard	
  encryption	
  programs	 are	 readily	 available	 and	 are	 supplied	 as	 standard	
  software	on	most	new	computers.	Unfortunately,	they	only	offer	
  the	most	minimal	of	protection	(Encryption	Rating	of	0)	against	
  anyone	with	computer	experience.	Those	with	computer	training	
  may	wish	to	handle	their	own	encryption	needs.	When	encrypting	
  data,	 the	 programmer	 must	 make	 a	T/Computer	 skill	 check	 to	
  set	 the	 Encryption	 Rating	 of	 the	 data.	Anyone	 other	 than	 the	
  programmer	who	attempts	to	access	the	data	will	have	to	make	
  their	own	successful	T/Computer	skill	check	vs.	the	Encryption	
  Rating to decrypt the data first. This is an Advanced programming 
  task.
  	
  If	 the	 character	 attempting	 the	 Encryption	 or	 Decryption	
  has	a	Decipher	Script	skill	rank	of	5	or	more,	they	may	add	a	+2	
  synergy modifier to this task check roll.
  	
  Data Mining:	 Basic	 searches	 on	 a	 network	 will	 only	 turn	
  up	common	and	generally	available	data	such	as	Library	Data	
  from	an	electronic	encyclopedia.	Data	mining	is	when	a	computer	
  operator begins to look for specific information on a particular 
  subject.	This	task	has	a	base	DC	of	0,	and	Minor	programming	
  task modified by the scarcity of the information being sought.
  	
  Data/Network Security:	 Also	 included	 with	 most	 new	
  computers	is	a	standard	security	package	offering	minimal	security	
  (Security	Rating	of	0)	from	outside	access.	As	with	encryption,	
  a	skilled	computer	programmer	can	develop	their	own	security	
  software to better fit their needs. The programming makes a T/
  Computer	skill	check	to	set	the	Security	rating	for	the	system.	
  Anyone	other	than	the	programmer,	or	those	he	authorizes,	who	
  attempts	to	access	any	data	on	the	system	will	have	to	make	their	
  own	successful	T/Computer	skill	check	vs.	the	Security	rating	to	
  bypass	the	security.	This	is	a	sophisticated	programming	task.
  	
  Layering: To add to the security of systems and specific 
  data,	encryption	and	system	security	can	be	“layered,”	providing	
  multiple	lines	of	defense	against	unwanted	intrusion.	Adding	each	
  layer	 is	 a	 separate	 task	 check,	 and	 doubles	 the	 time	 required	
  to	implement	the	program.	Each	layer	of	encryption	or	security	
  must	be	subsequently	broken	before	unauthorized	access	can	be	
  gained	to	the	protected	system	or	data.
  	
  General Programming:	Computers	can	be	programmed	for	
  so	many	different	tasks	of	varying	levels	of	sophistications	and	
  capabilities	as	to	make	it	impossible	to	detail	even	a	fraction	of	
  the	possibilities	here.	We	offer	a	few	general	guidelines	for	the	
  Referee to use when needing to set a specific DC to a program 
  a	 character	 may	 wish	 to	 attempt	 to	 write.	 The	 player	 should	
  specify	all	of	the	capabilities	they	wish	the	program	to	be	capable	
  of	accomplishing,	any	security	precautions,	and	other	pertinent	
  information the Referee might need to determine the difficulty of 
  the	task.
  	
  In	most	cases,	a	single	skill	check	is	needed	to	see	if	the	
  final version of the program runs as expected. If the check fails, 
  the	program	fails	to	perform	properly.	For	tasks	requiring	multiple	
  successful	checks,	any	failure	of	a	check	results	in	a	lack	of	any	
  progress	for	that	period.
   
  Once the program is finished, the Referee should make a 
  secret	check	(DC20)	to	see	if	a	hidden	bug	lies	within	the	code	
  that	has	not	appeared	to	the	programmer	in	testing.	Each	time	
  a	 “buggy”	 program	 is	 run,	 the	 Referee	 should	 make	 another	
  check	(DC20)	to	see	if	the	bug	pops	up	and	crashes	the	program	
  unexpectedly,	or	otherwise	results	in	some	error	(this	will	usually	
  be	something	catastrophic…).
  TABlE: Computer Tasks
  Task
  DC
  Time  Req
  Basic	Tasks
  0
  	minute
  Break	System/Network	
  Security
  Security	Rating
  	day
  Data	Mining
  0
  	hour
  Decrypt	Data
  Encryption	Rating
  	hour
  Encrypt	Data
  *
  	month
  Layering
  *
  x2
  System/Network	Security
  *
  	year
  Programming
  
  23
  6
  SKIllS
  Task
  DC
  Time Req.
  Checks
  Basic	(hello	world)
  0
  5	minutes
  once
  Simple	(simple	
  games)
  5
  	hour
  once
  Minor	(personal	
  organizational	
  programs)
  0
  	day
  once
  Average	(basic	
  commercial	software)
  5
  	week
  once
  Advanced	(advanced	
  commercial	software)
  20
  	month
  4	(once	per	week)
  Sophisticated	
  (specialized	
  commercial	software)
  25
  	year
  2	(once	per	month)
  Leading	Edge	
  (security	software,	
  advanced	robotics)
  30
  2	years
  24	(once	per	month)
  Experimental
  40
  varies
  varies
  Modifiers
  DC
  Double	the	Time	required
  Take	0
  Increase	the	time	required	by		level	(maximum	of	
  2	years)
  Take	20
  Hurry	(halve	the	time	required)
  +0
  Rush	(reduce	the	time	required	by		level	
  (minimum	of		minute)
  +20
  Infrequent	subject,	old	(few	years)	topic
  +2
  Uncommon	subject,	very	old	topic	(hundreds	of	
  years)
  +5
  Esoteric	Subject,	extremely	old	topic	(thousands	of	
  years), classified
  +0
  Rare	Subject,	ancient	topic	(tens	of	thousands	of	
  years),	top-secret
  +20
  Time Levels
  6	Seconds	(	round)
  30	Seconds	(5	rounds)
  	Minute	(0	rounds)
  5	Minutes
  	Hour
  	Day
  	Week
  	Month
  	Year
  2	Years
  T/mEDICAl
  Trained Only
  	
  The	individual	has	training	and	skill	in	the	medical	arts	and	
  sciences.	Unless	a	character	has	the	Xeno-Medicine	feat,	they	
  may	only	safely	apply	their	Medical	skill	to	member	of	their	own	
  race.
  	
  The	 DC	 and	 effect	 depend	 on	 the	 task	 the	 character	
  attempts.
   
  TABlE: medical Tasks
  Task
  DC
  Emergency	Care
  5
  Short-term	care
  5
  Long-term	care
  5
  Wounds	Affecting	Base	Speed
  5
  Treat	poison
  Poison’s	DC
  Treat	disease
  Disease’s	DC
  Minor	surgery	(stitches)
  5
  Routine	surgery	(remove	bullet,	
  appendicitis,	tonsillectomy)
  20
  Serious	surgery	(amputation,	
  heart	surgery)
  30	
  Major	surgery	(brain	surgery)
  40+
  Modifiers
  DC
  Under fire or similar stress
  +5
  Rushed
  +0
  Anti-toxin	Available
  -0
  Chronic	Condition
  +5
  Tools
  None
  +0
  K/Herbal	Lore
  +5
  First Aid Kit
  TL0-3
  +2
  TL5-7
  +/-0
  TL8-2
  -2
  TL3-5
  -4
  TL6+
  -6
  Field Medical Kit
  TL5-7
  -2
  TL8-2
  -4
  TL3-5
  -6
  TL6+
  -8
  Hospital
  TL5-7
  -6
  TL8-2
  -8
  TL3-5
  -0
  TL6+
  -2
  	
  Emergency Care:	 Emergency	 care	 usually	 means	 saving	
  a	 dying	 character.	 If	 a	 character	 has	 negative	 lifeblood	 and	 is	
  losing	lifeblood	points	(at		per	round,		per	hour,	or		per	day),	
  the	tending	character	can	make	her	stable.	The	injured	character	
  regains	no	hit	points,	but	she	does	stop	losing	them.	The	check	is	
  a	standard	action.
  	
  Short-term Care:	 Short-term	 care	 is	 dealing	 with	 more	
  minor	injuries	throughout	the	course	of	a	day.	If	successful,	the	
  character	 lets	 the	 patient	 recover	 Stamina	 at	 twice	 the	 normal	
  rate:	 2	 stamina	 per	 level	 for	 each	 hour	 of	 light	 activity,	 and	 3	
  stamina	per	level	for	each	hour	of	complete	rest.	The	patient’s	
  Constitution modifier is not doubled, but is added to the recovery 
  rate.
  	
  Long-term Care:	Providing	long-term	care	means	treating	
  
  24
  6
  SKIllS
  an	injured	or	sick	person	for	a	day	or	more.	If	successful,	the	
  character	lets	the	patient	recover	hit	points	or	ability	score	points	
  (lost	to	temporary	damage)	at	twice	the	normal	rate:	2	lifeblood	for	
  each	week	of	light	activity,	3	lifeblood	for	each	week	of	complete	
  rest,	and	2	ability	score	points	per	week.	The	character	can	tend	
  up to six patients at a time. The character needs at least a field 
  medical	kit	to	perform	this	task.
  	
  Once	during	each	week	of	recovery	the	patient	makes	a	Fort	
  save	(DC5)	to	see	if	he	recovers	an	extra	point	of	during	that	
  week.	The	attending	medical	character	makes	a	Medical	check.	
  The	 patient	 uses	 the	 character’s	 result	 in	 place	 of	 her	 saving	
  throw	if	the	character’s	Medical	result	is	higher.
  	
  Giving	long-term	care	counts	as	light	activity	for	the	care	giver.	
  The	character	cannot	give	long-term	care	to	him	or	herself.
  	
  Treat Wounds that Reduces Base Speed:	 A	 creature	
  that	has	its	speed	reduced	can	be	treated	by	the	Medical	skill.	
  A	 successful	 Medical	 check	 removes	 this	 movement	 penalty.	
  Treating	such	a	wound	is	a	standard	action.
  	
  Treat Poison:	 To	 treat	 poison	 means	 to	 tend	 a	 single	
  character	who	has	been	poisoned	and	who	is	going	to	take	more	
  damage	from	the	poison	(or	suffer	some	other	effect).	
  	
  Every	 time	 the	 poisoned	 character	 makes	 a	 saving	 throw	
  against	the	poison,	the	character	makes	a	Medical	check.	The	
  poisoned	 character	 uses	 the	 character’s	 result	 in	 place	 of	 her	
  saving	throw	if	the	character’s	Medical	result	is	higher.	In	some	
  cases,	 successful	 treatment	 with	 the	 correct	 antidote	 removes	
  the	need	for	a	save	vs.	the	poison	or	may	mitigate	its	effects.	
  	
  Treat Disease:	To	treat	a	disease	means	to	tend	a	diseased	
  character.	 Every	 time	 the	 diseased	 character	 makes	 a	 saving	
  throw	 against	 disease	 effects,	 the	 character	 makes	 a	 Medical	
  check.	 The	 diseased	 character	 uses	 the	 character’s	 result	 in	
  place	of	his	or	her	saving	throw	if	the	character’s	Medical	result	is	
  higher.
  	
  Surgery: Surgery	 is	 a	 complex	 business	 and	 not	 every	
  character	who	possesses	T/Medical	skill	knows	how	to	conduct	
  surgical	operations.	The	Surgery	feat	allows	a	character	to	at	least	
  attempt	surgical	procedures	with	a	chance	of	success,	and	implies	
  that	the	character	knows	how	to	prevent	secondary	infection	and	
  other	complications.	Simple	surgery	(stitching	a	wound)	begins	at	
  DC5	but	complex	procedures	require	very	high	skill	to	have	any	
  chance	of	success.	
  	
  Special:	If	the	character	has	5	or	more	ranks	in	Knowledge	
  (Pharmacology),	 the	 character	 gets	 a	 +2	 synergy	 bonus	 on	
  Medical	checks.
  	
  Notes:	The	fact	that	a	character	has	a	medical	skill	rank	of	
  	or	greater	does	not	automatically	allow	him	to	call	himself	a	
  doctor.	Use	the	following	guidelines	for	how	a	character	may	label	
  himself	through	this	skill	based	on	his	actual	formal	training.
   
  First Aid: The first aid feat allows a character to perform any 
  medical	task	as	if	they	had	a	Medical	skill	rank	of	0.
   
  Paramedic:	A	 person	 may	 be	 considered	 a	 paramedic	 or	
  “medic”	 if	 they	 have	 a	 Medical	 skill	 rank	 of	 	 or	 more	 and	 no	
  formal	training.
   
  Nurse:	 A	 nurse	 is	 someone	 with	 a	 Bachelors	 degree	 in	
  Medicine	 from	 the	 University,	 and	 a	 Medical	 skill	 rank	 of	 5	 or	
  greater.
   
  Physician’s Assistant (PA):	A	 PA	 has	 a	 Masters	 degree	 in	
  Medicine	 from	 the	 University,	 and	 a	 Medical	 skill	 rank	 of	 5	 or	
  greater.
   
  Physician or Doctor (MD):	To	be	legally	considered	a	doctor	
  (MD),	one	must	have	a	Doctorate	in	Medicine	from	the	University	
  and	a	Medical	skill	rank	of	5	or	greater.
   
  Surgeon: A surgeon must of course be a qualified MD, and 
  have	the	Surgery	feat.	Of	course	it	is	quite	possible	for	a	character	
  to	have	the	surgery	feat	and	be	perfectly	capable	of	performing	
  surgery even though they do not have a degree. In the field that 
  would	not	matter	so	much	as	the	actual	result,	but	the	character	
  could	not	legally	perform	surgery	in	a	civilized	locality.
  T/SEnSORS
  Trained Only
  	
  The	 character	 is	 familiar	 with	 the	 operation	 and	 basic	
  maintenance	of	sensor	equipment	installed	in	vehicles	and	ships.	
  It	is	the	sensor	operator	who	interprets	the	long-range	data	by	the	
  ship’s	sensors	and	scanners.
  	
  Passive Scans:	Encounter-related	sensor	scans	are	done	
  as	“active”	scans,	which	basically	means	the	target	of	the	scan	
  will	 know	 it	 is	 happening.	 Conducting	 an	 active	 sensor	 scan	
  against	 commercial	 and	 civilian	 ships	 (by	 anyone	 other	 than	
  the	appropriate	authorities)	is	frowned	upon,	and	may	even	be	
  considered	 a	 hostile	 act	 under	 some	 circumstances.	 Passive	
  sensor	scans	on	the	other	hand	will	go	undetected,	but	make	the	
  task	much	harder.
  	
  All	a	sensor	operator	has	to	do	to	perform	a	passive	scan	is	
  notify	the	Referee	in	advance	of	the	skill	check	itself.	Using	only	
  passive	sensors	will	add	+0	to	the	DC	of	the	task	however.	If	
  the	target	of	the	scan	is	expecting	such	an	action,	it	may	make	a	
  T/Sensor	skill	check	(DC20)	to	spot	it	if	suitable	clues	are	visible	
  such	as	the	realignment	of	antennae	etc.	If	the	target	is	wary	but	
  not	actively	expecting	the	scan,	increase	the	DC	to	30.
  	
  Ship Detection:	The	sensor	operation	can	attempt	to	detect	
  any	ships	or	other	objects	with	the	range	of	her	sensor	systems	
  that	are	not	shielded	by	a	planet,	moon,	or	other	planetoid.	
  	
  All	commercial	vessels	operating	within	the	most	interstellar	
  civilizations	 are	 required	 by	 law	 to	 carry	 a	 transponder	 that	
  must	 be	 fully	 functional	 and	 in	 operation	 (this	 does	 not	 mean	
  actually	 broadcasting)	 at	 all	 times	 while	 the	 ship	 is	 in	 motion.	
  A	 transponder	 is	 really	 nothing	 more	 than	 a	 specialized	 radio	
  system	and	computer	within	a	completely	self-contained,	security	
  sealed,	 and	 (supposedly)	 tamper-proof	 container.	 It	 can	 only	
  be	legally	opened,	repaired,	or	reprogrammed	at	an	authorized	
  facility	located	at	any	Class	A,	B,	or	some	class	C	starports.	
  	
  The	 transponder	 does	 not	 continually	 broadcast,	 as	 this	
  would	make	ships	very	vulnerable	out	on	the	frontiers,	but	will	
  automatically	 respond	 to	 an	 interrogative	 signal	 (a	 “Squawk”)	
  from	 another	 vessel	 or	 installation,	 supplying	 the	 ship’s	 ID	
  codes and registration on a specific frequency band that will be 
  automatically detected and identified at Very Long range by even 
  the	 most	 rudimentary	 of	 sensor	 systems.	All	 ships	 –	 including	
  military	 vessels	 –	 carry	 transponders	 and	 generally	 run	 them	
  when operating among civilian traffic. The transponder will 
  broadcast the ship’s flag of registration (Imperial, Hive Federation, 
  Two	 Thousand	 Worlds,	 etc.),	 its	 port	 of	 origin	 (the	 planet	 and	
  system	where	the	ship	was	registered),	the	registration	number,	
  the	 name	 of	 the	 registered	 owner,	 documented	 tonnage,	 and	
  classification. 
  	
  Close	to	a	starport	or	other	installation,	beacons	(and	indeed,	
  most	 vessels)	 broadcast	 a	 continuous	 squawk;	 so	 all	 vessels	
  in	 the	 area	 are	 continuously	 “lit	 up”	 unless	 they	 are	 a	 military	
  vessel	that	has	turned	off	its	transponder,	or	something	that	is	not	
  supposed	to	be	there…
  	
  It	 is	 when	 confronting	 a	 military	 or	 other	 type	 of	 ship	 that	
  is	 not	 operating	 a	 transponder	 that	 the	 sensor	 operator	 must	
  actively	watch	for	contacts.	A	successful	T/Sensors	skill	check	
  (DC0	or	the	current	Jamming	rating	of	any	ship	in	range)	will	
  reveal	the	presence	of	any	ships	within	range	as	a	blip	on	the	
  sensor	display.	No	other	information	is	available	other	than	its	
  mere	existence,	range,	and	general	heading.
  	
  Detect a Communication Signal:	Any	 signal	 directed	 to	
  another	comm.	unit	will	automatically	be	detected.	This	task	is	
  used	when	trying	to	detect	signals	meant	for	other	comm.	units.	
  
  25
  6
  SKIllS
  Open	 and	 unsecured	 signals	 can	 automatically	 be	 detected	
  (base	DC	of	0)	if	someone	is	looking	for	them.	It	is	just	a	matter	of	
  scanning	frequencies.	Secure	signals	can	also	be	automatically	
  detected	 (base	 DC	 of	 0)	 if	 being	 watched	 for,	 but	 as	 they	 are	
  encrypted	this	will	do	no	good	unless	someone	can	break	the	
  encryption.	Detecting	hidden	or	piggybacked	signals	requires	a	
  skilled	and	alert	sensor	or	comm.	operator	to	detect,	and	have	a	
  base	DC	of	20.	In	combat	this	is	a	full	action.
  	
  Displacement Scan:	 A	 successful	 T/Sensors	 skill	 check	
  (DC0	 or	 the	 current	 Jamming	 rating	 of	 any	 ship	 in	 range)	
  will	 reveal	 the	 tonnage	 of	 a	 detected	 ship.	 While	 civilian	 and	
  commercial	vessels	are	required	to	carry	a	functioning	transponder	
  that	 broadcasts	 this	 information,	 there	 are	 some	 unscrupulous	
  individuals	 in	 the	 universe	 who	 have	 been	 known	 to	 alter	 this	
  data… A specific tonnage sensor check can verify the veracity of 
  the	transponder	data.
  	
  Configuration Scan:	 A	 successful	 T/Sensors	 skill	 check	
  (DC0	or	the	current	Jamming	rating	of	any	ship	in	range)	will	
  reveal the probable configuration (scout, liner, patrol cruiser, 
  far	 trader,	 etc.)	 of	 a	 detected	 ship.	 As	 with	 tonnage,	 civilian	
  and	 commercial	 transponders	 are	 required	 to	 broadcast	 this	
  information,	 but	 glitches	 and	 tampering	 have	 been	 known	 to	
  happen. A specific configuration sensor check can verify the 
  veracity	of	the	transponder	data.
  	
  Threat Assessment:	 A	 successful	 T/Sensors	 skill	 check	
  (DC0	or	the	current	Jamming	rating	of	any	ship	in	range)	will	
  reveal	a	general	idea	of	the	armament	and	defensive	capabilities	
  available	to	a	detected	ship.
  	
  Target Size:	The	size	of	a	target	also	has	a	bearing	on	how	
  easily	it	may	be	scanned.	Small	objects	are	harder	to	deal	with	
  than larger ones. Add the size modifier of the ship to the DC 
  for any sensor task. Size modifiers are as follows: Colossal –8, 
  Gigantic	–4,	Huge,	-2,	Large	–,	Medium	+0,	Small	+,	Tiny	+2,	
  Diminutive	+4,	Fine	+8.
  	
  Running Silent:	 A	 ship	 may	 attempt	 to	 avoid	 detection	
  and	scanning	by	reducing	its	emissions	to	a	bare	minimum.	If	a	
  ship	takes	no	obvious	actions,	broadcasts	no	communications,	
  attempts	no	active	sensor	checks	(passive	scans	are	allowed),	
  fires no weapons, and otherwise ensures that it performs nothing 
  that	 might	 reveal	 its	 presence,	 it	 is	 considered	 to	 be	 “running	
  silent.”	Add	+5	to	any	DC	when	another	ship	is	attempting	to	
  use	their	sensors	on	the	silent	vessel.
  	
  Jamming:	The	sensor	operator	may	attempt	to	spend	the	
  round	 providing	 defensive	 sensor	 jamming	 against	 incoming	
  targeting	lock	attempts	by	enemy	vessels,	hopefully	decreasing	
  their	 chance	 of	 getting	 hit.	 Jamming	 will	 also	 aid	 in	 foiling	
  attempts at detection, tonnage and classification estimations, and 
  identification by other ships. This is a Full Action.
  	
  The	sensor	operator	must	make	a	T/Sensors	skill	roll	and	
  add	 the	 sensor	 system	 model	 number	 to	 this	 result.	This	 total	
  will	establish	the	ship’s	Jamming	rating	for	the	round.	Any	other	
  ship	attempting	to	target	or	otherwise	scan	the	ship	must	use	the	
  ship’s	Jamming	rating	as	the	DC	for	these	tasks	rather	than	the	
  standard	DC	for	the	current	round.
  	
  Note	 that	 a	 ship	 that	 is	 broadcasting	 a	 powerful	 jamming	
  signal	 can	 be	 detected	 very	 easily.	 Actually	 determining	 what	
  is doing the broadcasting is difficult, but any vessel within Very 
  Long	range	will	be	aware	of	the	jamming	signal,	and	all	sensor	
  operators	will	know	what	it	is.
   
  TRADER (WIS)
   
  The character is familiar with the fine art of bartering and 
  haggling	 price	 with	 other	 individuals.	 This	 is	 useful	 in	 many	
  kinds	of	transaction,	whether	buying	a	used	vehicle,	starship,	or	
  equipment	from	an	individual	or	selling	a	cargo	in	the	Starport.	
  Note	that	the	use	of	Trader	skill	does	not	allow	a	character	to	
  walk	into	a	local	department	chain	store	and	negotiate	the	price	
  of	a	set	of	clothes,	or	the	cost	of	a	set	of	tools.	It	would	however	
  allow	a	character	to	negotiate	directly	with	a	tailor	on	the	price	of	
  a custom outfit, or negotiate price with a little old alien selling a 
  used	air/raft	that	was	only	driven	to	the	market	once	a	week.
  	
  Bartering and Haggling: This	is	normally	an	opposed	skill	
  check.	If	the	buyer	or	seller	appears	rushed,	or	otherwise	anxious	
  to	buy	or	sell	the	goods	the	opposing	trader	may	add	+2	to	his	
  skill	 check	 roll.	 If	 the	 goods	 are	 obviously	 stolen	 or	 otherwise	
  illegal,	the	buyer	may	add	+2	to	his	skill	check	roll.
  	
  If	the	seller	wins	the	opposed	check	with	a	standard	success	
  (0-9	points	higher	than	the	opposing	roll),	the	price	to	be	paid	will	
  be	0%	of	the	list	or	standard	price	of	the	item.	If	the	result	is	a	
  greater	success	(0-9	points	higher),	the	price	to	be	paid	will	be	
  20%.	A	complete	success	(20+	points	higher)	will	set	the	price	
  at	30%.
  	
  If	the	buyer	wins	the	opposed	check	with	a	standard	success	
  (0-9	points	higher	than	the	opposing	roll),	the	price	to	be	paid	will	
  be	90%	of	the	list	or	standard	price	of	the	item.	If	the	result	is	a	
  greater	success	(0-9	points	higher),	the	price	to	be	paid	will	be	
  80%.	A	complete	success	(20+	points	higher)	will	set	the	price	at	
  70%.
  	
  Retry:	Yes,	but	the	price	begins	at	the	last	negotiated	level,	
  and	the	character	incurs	a	–2	penalty	to	the	new	skill	check	roll.
  	
  Special:	If	the	trader	has	a	skill	rank	of	5	or	better	in	Bluff,	
  she	may	add	a	+2	synergy	bonus	to	all	Trader	skill	checks.
  	
  Notes:	Unlike	the	Broker	skill,	which	is	used	when	dealing	
  with	companies,	governments,	and	megacorporations	for	large	
  cargos,	the	Trader	skill	is	used	when	interacting	with	individuals	
  for specific items or specialized cargos.
  TUmBlE (DEx)
  Trained Only; Armor Check Penalty
   
  The character is skilled in performing somersaults, flips, 
  handstands,	cartwheels,	dives,	rolls,	and	similar	acts,	along	with	
  lessening	the	effects	of	falls.	
  	
  Check:	The	 character	 can	 land	 softly	 when	 the	 character	
  falls	or	tumbles	past	opponents.	The	character	can	also	tumble	to	
  entertain	an	audience	(as	with	the	Entertain	skill).	The	character	
  can’t	use	this	skill	if	the	character’s	speed	has	been	reduced	by	
  armor,	excess	equipment,	or	other	objects.
  DC
  Task
  5
  Treat	a	fall	as	if	it	were	3	meters	shorter	when	determining	
  damage.
  5
  Tumble	up	to	6	meters	(as	part	of	normal	movement),	
  suffering	no	attacks	of	opportunity	while	doing	so.	Failure	
  means	the	character	tumbles	6	meters	but	suffers	attacks	
  of	opportunity	normally.
  25
  Tumble	up	to	6	meters	(as	part	of	normal	movement),	
  suffering	 no	 attacks	 of	 opportunity	 while	 doing	 so	 and	
  moving	through	areas	occupied	by	enemies	(over,	under,	
  or	around	them).	Failure	means	the	character	tumbles	6	
  meters	 and	 can	 move	 through	 enemy-occupied	 areas	
  but	suffers	attacks	of	opportunity	normally.
  	
  Retry:	 An	 audience,	 once	 it	 has	 judged	 a	 tumbler	 as	
  uninteresting,	 is	 not	 receptive	 to	 repeat	 performances.	 The	
  character	 can	 try	 to	 reduce	 damage	 from	 a	 fall	 as	 an	 instant	
  reaction	 but	 only	 once	 per	 fall.	 The	 character	 can	 attempt	 to	
  tumble	as	part	of	movement	but	only	once	per	round.
  	
  Special:	A	character	with	5	or	more	ranks	in	Tumble	gains	
  a	 +3	 dodge	 AC	 bonus	 when	 executing	 the	 Fight	 Defensively	
  standard	or	full-round	action,	instead	of	a	+2	dodge	AC	bonus.
  
  26
  6
  SKIllS
  	
  A	character	with	5	or	more	ranks	in	Tumble	gains	a	+6	dodge	
  AC	 bonus	 when	 executing	 the	 total	 defense	 standard	 action	
  instead	of	a	+4	dodge	AC	bonus.
  	
  If	the	character	has	5	or	more	ranks	in	Jump,	the	character	
  gets	a	+2	synergy	bonus	on	Tumble	checks.
  	
  If	the	character	has	5	or	more	ranks	in	Tumble,	the	character	
  gets	a	+2	synergy	bonus	on	Balance	checks.
  USE AlIEn DEVICES (WIS)
  Academics and Travellers Only
  	
  The	character	is	familiar	with	numerous	examples	of	alien	
  technology and design, allowing a better chance of figuring out 
  the	use	and	function	of	unknown	or	unfamiliar	alien	equipment	
  and	devices.	Anyone	can	attempt	to	use	this	skill	untrained,	but	
  only	Academics	and	Travellers	may	earn	ranks	in	this	skill.
  	
  Check:	When	confronted	with	an	alien	or	higher-technology	
  device of unknown function, the character may attempt to figure 
  out	how	it	works.	Using	the	Alien	Races	and	Technology	table	
  below	as	a	guideline,	the	Referee	should	set	a	secret	Research	
  DC to figure out how to use a single function of the device. Note 
  that	once	a	device’s	function	is	understood,	a	character	can	be	
  shown	how	to	use	that	function,	provided	it	is	relatively	simple.	
  Thus	a	TL4	character	can	be	taught	how	to	operate	a	TL2	coffee	
  machine or alien direction-finding device, but not a computer or 
  air/raft,	which	would	require	lengthy	training	(as	represented	by	
  the	acquisition	of	a	skill.)
  	
  The	character	heading	the	investigation	should	make	a	skill	
  check.	 If	 successful,	 reduce	 the	 Research	 DC	 by	 the	 amount	
  equal	to	the	skill	check	roll	–	exceeded	the	current	Research	DC.	
  This	will	be	the	new	DC	the	character	must	make	a	skill	check	
  against	to	continue	the	investigation.	This	will	continue	until	the	
  character	gives	up,	or	the	Research	DC	is	reduced	to	0	or	less,	at	
  which point the character has figured out one of the functions of 
  the	device.
  	
  A	 failed	 skill	 check	 requires	 the	 character	 to	 make	 an	
  immediate	 additional	 skill	 check	 (same	 DC)	 to	 determine	 if	
  anything	untoward	happens.	If	this	second	check	fails,	roll	d20	
  and	consult	the	Catastrophic	Results	table	below.	A	roll	of	a		is	
  always	an	automatic	failure	with	a	Catastrophic	Result.
  	
  A	 roll	 of	 20	 is	 always	 an	 automatic	 success,	 and	 earns	 a	
  1d100 roll on the Beneficial Result table below. For purposes of 
  Research	DC	reduction,	consider	an	automatic	success	as	a	roll	
  equal	to	the	DC	+	0.	
  	
  If	the	device	has	multiple	functions,	a	separate	set	of	Use	
  Alien	Devices	skill	checks	must	be	made	for	each	function.	Once	
  a	function’s	use	has	been	determined,	the	character	may	activate	
  that	function	without	trouble	in	the	future.
   
  TABlE: Alien Races and Technology
  Race
  DC
  Luriani,	Solomani,	Vilani,	Other	Human
  0
  Ursa, Sydite, Vargr, Aslan
  5
  Virushi,	K’kree,	Zhodani
  0
  Wanderer,	Droyne
  5
  Hiver
  20
  Unknown	Race
  30
  Ancients
  50
  For	each	TL	of	device	over	current	TL*
  +5
  *	Does	not	apply	to	Ancients	devices
   
  TABlE: Catastrophic Results
  1d20
  Result
  
  Device	explodes	causing	damage	(how	much	should	
  be	determined	by	the	Referee).
  2-5
  Device	 is	 rendered	 inoperable.	 Can	 never	 be	
  repaired.
  6-0
  Device	 is	 rendered	 inoperable,	 but	 can	 possibly	 be	
  repaired	in	the	future	if	another	can	be	obtained	and	
  its function figured out.
  -5
  Reached	 dead	 end,	 must	 start	 completely	 over.	
  Research	DC	returns	to	its	initial	value.
  6-20
  Device is baffling. Add 5 back onto the Research DC.
  	
  TABLE: Beneficial Results
  1d20
  Result
  -5
  A	moment	of	inspiration!	Add	+	to	the	next	check	
  roll.
  6-0
  Device	 activated	 in	 a	 minor	 and	 benign	 manner	
  giving	a	further	clue	to	its	operation.	Add	+2	to	the	
  next	check	roll.
  -5
  Add INT modifier (treat any zero or negative modifier 
  as	+)	to	the	amount	by	which	DC	is	reduced.
  6-9
  Double	 the	 amount	 by	 which	 the	 Research	 DC	 is	
  reduced	this	round.
  20
  Deduce	 how	 to	 use	 the	 function	 currently	 being	
  studied.	Research	DC	is	set	to	0.
  	
  Retry:	 This	 skill	 may	 be	 attempted	 on	 a	 device	 until	 the	
  character	gives	up,	all	functions	have	been	determined,	or	the	
  device	is	rendered	inoperable	or	destroyed.
  
  27
  7
  FEATS
  Feats	are	the	special	abilities	that	really	set	a	character	apart	from	
  the	everyday,	run-of-the-mill	citizen.	Feats	provide	your	character	
  with	special	bonuses	when	using	certain	skills,	special	abilities,	
  and	 other	 advantages	 that	 you	 would	 otherwise	 not	 normally	
  have.	Unlike	skills,	there	are	no	ranks;	you	either	have	a	feat	and	
  its benefits or you don’t.
  	
  Characters	 acquire	 feats	 as	 a	 result	 of	 membership	 in	
  a	 character	 class,	 or	 when	 they	 increase	 in	 level.	 Note	 that	 a	
  character’s	feats	to	a	great	extent	will	represent	their	personality,	
  and	should	help	develop	the	character	in	terms	of	roleplaying	as	
  well	as	die-rolling.		
  Table: Basic T20 Feats
  Acrobatics
  Nerves	of	Steel
  Acting	Prodigy
  Override	Ship	Security
  Alertness
  Point	Blank	Shot
  Ambidexterity
  Precise	Shot
  AP	(Battle	Dress)
  Primary	Military	
  Occupational	Specialty
  AP	(Heavy)
  Psi	Training
  AP	(Light)
  Quick	Draw
  AP	(Medium)
  Rapid	Shot
  AP	(Vac	Suit)
  Research
  Assassin
  Ride-By	Attack
  Athletic
  Run
  Barter
  Shield Proficiency
  Brawling
  Ship	Tactics
  Carousing
  Shot	on	the	Run
  Combat Reflexes
  Sixth	Sense
  Connections
  Skill	Focus
  Credit	Line
  Sniper
  Dodge
  Spirited	Charge
  Dumb	Luck
  Spring	Attack
  EW	Specialist
  Stealthy
  Endurance
  Surgery
  Far	Shot
  Tolerance
  Fast	Talk
  Toughness
  First	Aid
  Tracker
  Fleet	Tactics
  Trample
  Gearhead
  Trapping
  Geological	Survey
  Trustworthy
  Great	Fortitude
  Two-Weapon	Fighting
  Hacker
  Vessel/Ground
  Heavy	Metal
  Vessel/Grav
  Hobby
  Vessel/Watercraft
  Improved	Critical
  Vessel/Aircraft
  Improved	Initiative
  Vessel/Ship’s	Boats
  Improved	Two-Weapon	Fighting
  Vessel/Starships
  Improved	Unarmed	Strike
  Vessel	Specialization
  Improved	Zero-G/Low	Gravity	
  Adaptation
  WP	(Archer)
  Interrogation
  WP	(Armsman)
  Iron	Will
  WP (Combat Rifleman)
  Jury	Rig
  WP	(Field	Artillery)
  Legal	Eagle
  WP	(Heavy	Weapons)
  Lightning Reflexes
  WP	(High	Energy)
  Martial	Training
  WP	(Lasers)
  Medical	Specialization
  WP	(Marksman)
  Miracle	Worker
  WP	(Ship’s	Weaponry)
  Mobility
  WP	(Swordsman)
  Mounted	Accuracy
  Weapon	Focus
  Mounted	Combat
  Xeno-Empathy
  Natural	Born	Leader
  Xeno-Medicine
  Natural	Compass
  Zero-G	Combat
  Natural	Talent
  Zero-G/Low	Gravity	
  Adaptation
  Naval	Architect
  Table: Additional Feats 
  Armorer
  Tune-Up
  Combat	Driver	/	Pilot
  Two-Gun	Kid
  Crewmember
  Underwater	Operations
  Drop	Trooper
  WP	(Axe/Mace)
  Enhanced	Immune	System
  WP	(Black	Powder	Weapons)
  EVA
  WP	(Close-Quarter	Weapons)
  Grapple	Defense
  WP	(Grappler)
  Hostile	Environment	
  Operations
  WP	(Thrown	Weapons)
  Natural	Psionic	Shield
  WP	(Vehicular	Weapons)
  Substance	Resistance
  FEAT DESCRIpTIOnS
  	
  The	following	format	is	used	to	describe	each	of	the	available	
  feats:
  FEAT nAmE
   
  A brief description of the feat and its benefits.
   
  Prerequisites: If any specific requirements are listed, a 
  character	must	meet	them	before	gaining	this	feat.	If	there	are	
  no	 prerequisites	 listed	 and	 the	 character	 otherwise	 meets	 any	
  Service	and	Class	requirements,	they	may	take	the	feat.
  	
  Benefits: The specific benefits gained by a character that 
  acquires	this	feat.
  	
  Normal:	What	happens	if	someone	without	this	feat	tries	to	
  do	the	same	thing.
  	
  Special:	Any	special	notes	on	limitations	or	other	effects	and	
  variables	related	to	this	feat.
  3D SpATIAl AWAREnESS
  	
  Due	to	a	Belter’s	years	in	low	or	zero	gravity	environments,	
  the	ability	to	maneuver	in	three	dimensions	has	become	second	
  nature	to	them.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Belter	class.	Requires	both	the	Zero-G/Low	Gravity	
  Adaptation	feat	and	the	Improved	Zero-G/Low	Gravity	Adaptation	
  feat.
  	
  Benefit: Add a +2 circumstance bonus when making Reflex 
  saves	in	such	an	environment,	and	a	+	circumstance	bonus	to	
  all	Pilot	skill	checks	while	operating	in	space.
  ABlE SEAmAn
  	
  Low-tech	and	even	mid-tech	navies	often	maintain	traditions	
  of	 using	 sailing	 ships	 to	 train	 recruits.	 An	 Able	 Seaman	 has	
  learned	to	climb	the	rigging	to	the	very	top	and	make	his	way	
  about	without	fear.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Sailor	class.
   
  Benefit: This	translates	to	a	+2	bonus	to	all	climb	checks	
  involving	ropes	and	poles	in	any	way,	doubled	to	+4	if	aboard	a	
  maritime	ship.
  ACADEmIC lECTURE
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Academic	class.
  	
  Benefit:	The	academic	may	add	a	+4	synergy	bonus	when	
  using	a	related	Knowledge	skill	towards	a	Bluff	skill	check	rather	
  than	the	normal	+2	synergy	bonus,	in	an	appropriate	situation.	
  FEATS
  
  28
  7
  FEATS
  ACROBATICS
  	
  The	 character	 is	 very	 agile,	 allowing	 her	 to	 take	 falls	 and	
  difficult landings better than the average person.
  	
  Benefit:	Add	+2	to	all	Balance,	Jump	and	Tumble	checks.
  ACTIng pRODIgy
  	
  The	 individual	 has	 a	 special	 gift	 for	 acting	 and	 portraying	
  roles.
  	
  Benefit:	Add	+2	to	all	Disguise	and	E/Acting	checks	when	
  the	character	is	playing	a	part.
  	
  Special:	 This	 feat	 does	 not	 stack	 with	 the	 Performance	
  Prodigy	feat	when	using	the	E/Acting	skill.
  ADVAnCED KnOWlEDgE
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Academic	class.
  	
  Benefit:	 The	 Academic	 may	 select	 one	 skill	 from	 among	
  their	 Education	 or	 Intelligence	 based	 class	 skills	 and	 acquire	
  Advanced	Knowledge	in	that	skill.	Advanced	Knowledge	increases	
  the	 maximum	 possible	 skill	 rank	 in	 a	 selected	 Intelligence	 or	
  Education	based	skill	from	character level +3	to	character level 
  +3 + Education Bonus (any penalty is considered +0 for purposes 
  of this class feature).	This	class	feature	may	be	taken	more	than	
  once,	 but	 each	 subsequent	 selection	 must	 specify	 a	 different	
  skill.
  ADVAnCED mEDICAl KnOWlEDgE
  	
  The	Medic	may	select	one	area	of	medicine	(ex	forensics,	
  surgery	etc)	to	be	particularly	expert	in.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class.
   
  Benefit: The	character	may	add	double	his	or	her	relevant	
  attribute	bonus	to	all	medical	skills	(Knowledge,	T/Medical	etc)	in	
  this field. This class feature may be taken more than once, but 
  each	subsequent	selection	must	specify	a	different	skill.
  ADVAnCED RESEARCH
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Academic	class.
  	
  Benefit:	The	Academic	may	add	a	+4	synergy	bonus	when	
  using	a	related	Knowledge	skill	towards	a	Gather	Information	skill	
  check	rather	than	the	normal	+2	synergy	bonus.
  AlERTnESS
  	
  The	individual	has	“eyes	in	the	back	of	his/her	head,”	so	to	
  speak,	and	is	rarely	surprised.
  	
  Benefit:	The	character	gets	a	+2	bonus	on	all	Listen	checks	
  and	Spot	checks.	
  AmBIDExTERITy
   
  The character is equally proficient in using tools and weapons 
  with	either	hand.
  	
  Prerequisite:	DEX	5+.	
  	
  Benefit:	The	character	ignores	all	penalties	for	using	an	off	
  hand.	The	character	is	neither	left-handed	nor	right-handed.	
  	
  Normal:	Without	this	feat,	a	character	who	uses	his	or	her	
  off	hand	suffers	a	-4	penalty	to	attack	rolls,	ability	checks,	and	
  skill	checks.	For	example,	a	right-handed	character	wielding	 a	
  weapon	with	her	left	hand	suffers	a	-4	penalty	to	attack	rolls	with	
  that	weapon.	
  	
  Special: This feat helps offset the penalty for fighting with 
  two	weapons.
  AnImAl WHISpERER
  	
  While	a	Barbarian	cannot	exactly	talk	to	animals,	their	ability	
  to	deal	with	them	sometimes	makes	it	almost	appear	to	be	true.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Barbarian	class.
  	
  Benefit:	In	non-combat	situations,	a	barbarian	with	an	Animal	
  Empath	skill	rank	of	5	or	more	may	add	a	+4	skill	synergy	bonus	
  to	all	Handle	Animal	or	Ride	skill	checks	rather	than	the	standard	
  +2	synergy	bonus.
  ApplIED pARAnOIA
  	
  The	 character	 is	 accustomed	 to	 avoiding	 trouble	 when	 in	
  enforced	proximity	to	others.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Convict	class.
  	
  Benefit:	He	gains	a	+2	bonus	to	all	Spot	and	Listen	checks	
  to	 avoid	 being	 ambushed	 or	 assaulted	 by	 surprise	 by	 other	
  inmates.
  ARmORER (TypE)
  	
  The	 character	 is	 skilled	 at	 maintaining	 and	 modifying	
  weapons.	The	most	common	type	is	Firearms,	though	Swords,	
  Lasers,	etc	are	all	possible.
  	
  Benefit: The	character	may	use	T/Mechanical	skill	without	
  penalty to make modifications to weaponry
   
  Normal: Anyone with the appropriate Weapon Proficiency 
  feat	can	maintain	their	weapon.	However,	characters	without	this	
  feat	suffer	a	–4	penalty	to	modify	or	construct	weapons.	
  ARmOR pROFICIEnCy (BATTlE DRESS)
  	
  The	character	is	familiar	with	the	use	of	powered	battle	dress	
  armor	and	the	weapon	systems	normally	associated	with	it.
  	
  Prerequisites: Armor Proficiency (Vac Suit) feat.
  	
  Benefit:	Can	work	normally	while	wearing	battle	dress,	only	
  suffering	 the	 armor	 check	 penalty	 when	 attempting	 to	 Climb,	
  Hide,	Jump,	Move	Silently,	and	Tumble.
  	
  Normal:	 Untrained	 characters	 wearing	 armor	 suffer	 the	
  listed	 armor	 check	 penalty	 for	 their	 armor	 when	 performing	 all	
  tasks	and	activities.
  ARmOR pROFICIEnCy (HEAVy)
  	
  The	 character	 is	 familiar	 with	 wearing	 and	 using	 heavy	
  armor.
  	
  Prerequisites: Armor Proficiency (Medium).
  	
  Benefit:	 Can	 work	 normally	 while	 wearing	 heavy	 armor,	
  only	suffering	the	armor	check	penalty	when	attempting	to	Climb,	
  Hide,	Jump,	Move	Silently,	and	Tumble.
  	
  Normal:	 Untrained	 characters	 wearing	 armor	 suffer	 the	
  listed	 armor	 check	 penalty	 for	 their	 armor	 when	 performing	 all	
  tasks	and	activities.
  ARmOR pROFICIEnCy (lIgHT)
  	
  The	character	is	familiar	with	wearing	and	using	light	armor.
  	
  Benefit:	Can	work	normally	while	wearing	light	armor,	only	
  suffering	 the	 armor	 check	 penalty	 when	 attempting	 to	 Climb,	
  Hide,	Jump,	Move	Silently,	and	Tumble.
  	
  Normal:	 Untrained	 characters	 wearing	 armor	 suffer	 the	
  listed	 armor	 check	 penalty	 for	 their	 armor	 when	 performing	 all	
  tasks	and	activities.
  ARmOR pROFICIEnCy (mEDIUm)
  	
  The	 character	 is	 familiar	 with	 wearing	 and	 using	 medium	
  armor.
  	
  Prerequisites: Armor Proficiency (Light)
  	
  Benefit:	Can	work	normally	while	wearing	medium	armor,	
  only	suffering	the	armor	check	penalty	when	attempting	to	Climb,	
  Hide,	Jump,	Move	Silently,	and	Tumble.
  
  29
  7
  FEATS
  	
  Normal:	 Untrained	 characters	 wearing	 armor	 suffer	 the	
  listed	 armor	 check	 penalty	 for	 their	 armor	 when	 performing	 all	
  tasks	and	activities.
  ARmOR pROFICIEnCy (VAC SUIT)
  	
  The	 individual	 has	 been	 trained	 in	 the	 wearing,	 care,	 and	
  maintenance	of	all	types	of	vacuum	suits	and	combat	armor.
  	
  Benefit:	 Can	 work	 normally	 while	 wearing	 a	 vac	 suit	 or	
  combat	 armor,	 only	 suffering	 the	 armor	 check	 penalty	 when	
  attempting	to	Climb,	Hide,	Jump,	Move	Silently,	and	Tumble.
  	
  Normal:	Untrained	characters	wearing	armor	perform	suffer	
  the	listed	armor	check	penalty	for	their	armor	when	performing	all	
  tasks	and	activities.
  ASSASSIn
  	
  The	character	is	trained	in	taking	down	an	opponent	with	a	
  single	melee	weapon	attack.
  	
  Benefit:	As	a	full	round	action	the	attacker	may	attempt	to	hit	
  the	target	in	a	critical	area.	This	attack	is	at	a	–4	penalty	to	hit.	If	
  the shot hits, it is treated as a critical hit. The target must be flat-
  footed	to	take	advantage	of	this	feat.
  ATHlETIC
  	
  The	 character	 is	 a	 true	 jock,	 excelling	 at	 most	 athletic	
  endeavors.
  	
  Benefit:	Add	+2	to	all	Climb	and	Swim	checks.
  AVERT SUSpICIOn
  	
  Corsairs	 often	 pretend	 to	 be	 innocent	 merchants	 to	 avoid	
  patrols	and	get	the	drop	on	their	targets.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Corsair	class.
   
  Benefit: This	feat	gives	a	+2	bonus	to	all	Bluff	checks	when	
  trying	 to	 allay	 the	 suspicions	 of	 an	 inspection	 party,	 another	
  vessel’s	captain	etc.
  BARTER
  	
  The	character	is	a	hard	bargainer	and	relishes	haggling	over	
  the	price	of	an	item.
   
  Benefit:	Add	+2	to	all	rolls	on	Trader	and	Broker	checks.
  BlAST
  	
  The	martial	artist	has	been	trained	to	unload	a	rapid	series	
  of	 blows	 into	 a	 target,	 preventing	 him	 from	 doing	 anything	 in	
  response.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Martial	Artist	class.
   
  Benefit: As	a	full	round	option,	the	martial	artist	may	declare	
  a Blast. If his first attack lands, he may make a number of 
  additional attacks equal to his dexterity modifier (or a minimum of 
  ),	all	on	the	same	target.	If	any	attack	misses,	the	Blast	ceases	
  immediately.	The	target	loses	one	attack	of	his	own	for	every	blow	
  that strikes him, including the first, whether it does damage or not. 
  A	Blast	cannot	use	any	weapon	other	than	a	knuckle	duster	or	
  similar	punch-enhancing	device.	
  BODy COnDITIOnIng
  	
  The	martial	artist	has	toughened	his	body	to	take	blows.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Martial	Artist	class.
   
  Benefit: This	feat	can	be	taken	twice.	Body	Conditioning	I	
  reduces	the	effect	of	all	non-lethal	attacks	(i.e.	Stamina-affecting	
  attacks)	by	one	point.	Body	Conditioning	II	gives	the	character	
  the	 equivalent	 of	AR	 natural	 armor	 against	 all	 attacks.	 Body	
  Conditioning	 has	 no	 effect	 on	 damage	 caused	 by	 cold,	 thirst,	
  drowning	etc.
  BRAWlIng
   
  The character is familiar with fighting without weapons (i.e. 
  using	 punches,	 head	 butts,	 kicks	 and	 other	 natural	 weapon	
  attacks),	or	makeshift	weapons	(bottles,	pool	cues	or	chairs).
  	
  Benefit: When fighting unarmed, the character may add +1 
  to attack rolls and will inflict 1d4 damage, or may use makeshift 
  weapons	without	the	normal	penalty	(see	below).
  	
  Normal: Without this skill, characters only inflict 1d3 damage 
  when fighting unarmed; and 1d4 damage when armed with a 
  makeshift	 weapon.	 When	 a	 character	 without	 this	 feat	 uses	 a	
  makeshift	weapon,	he	suffers	a	–2	penalty	to	any	attack	rolls.
  BRUISER
  	
  The	character	has	served	as	an	“enforcer”	for	a	prison	gang	
  or powerful figure. He is skilled at inflicting pain without leaving 
  a	 mark,	 at	 intimidating	 others,	 and	 at	 delivering	 a	 beating	 of	
  desired intensity (ranging from a slow killing to a fast, efficient 
  demolition).
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	
  in	level	in	the	Convict	class.	The	character	must	also	have	both	
  STR	and	CON	equal	to	or	greater	than	2	to	take	this	feat.	
  	
  Benefit:	The	character	gains	+2	on	Intimidation	checks	in	the	
  prison	environment	and	a	+2	bonus	to	brawling	or	other	combat	
  rolls when attacking another prisoner in confined quarters. This 
  bonus	only	applies	if	the	bruiser	initiates	the	violence.	This	feat	
  stacks	with	Prison	Rep.
  BUSHWHACKIng
  	
  A	 character	 with	 this	 feat	 is	 devastatingly	 effective	 when	
  attacking	with	ship’s	weapons	by	surprise.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Corsair	class.
   
  Benefit: If	he	can	get	the	drop	on	an	unsuspecting	vessel,	
  he may roll his attack twice in the first round of space combat. 
  And	applies	both	damage	results.	
  CAlCUlATIng EyE
  	
  Merchants	make	their	living	through	the	art	of	the	deal,	and	
  knowing	the	potential	value	of	various	items	and	cargo	is	a	large	
  part	of	the	process.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Merchant	class.
   
  Benefit: Some	 merchants	 manage	 to	 develop	 a	 very	
  Calculating	Eye	towards	appraising	the	potential	value	of	an	item,	
  and	may	add	+2	to	their	Appraise	skill	checks	when	attempting	
  to	appraise	the	value	of	common	objects	and	equipment	ranging	
  from	poor	to	masterful	quality.	This	does	not	apply	to	rare	items	
  such	as	works	of	art,	artifacts,	antiques,	etc.
  	
  Merchants	 with	 this	 feature	 may	 also	 Take10	 when	 using	
  their	Broker	skill	to	negotiate	the	price	of	speculative	trade	goods	
  or	cargo.
  CAROUSIng
  	
  The	character	is	talented	at	interacting	and	socializing	with	
  others,	skilled	in	the	art	of	small	talk	and	making	others	feel	at	
  ease	in	their	presence.
  	
  Benefit:	Add	+2	to	all	Gather	Information	checks	when	in	
  most	 social	 situations	 such	 as	 a	 party,	 ball,	 inauguration,	 bar	
  hopping,	etc.
  CHIEF STEWARD
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level in the Merchant class. Requires the Steward feat first.
  
  30
  7
  FEATS
   
  Benefit: Adds	 d3	 High,	 d6	 Middle,	 and	 d6+3	 low	
  passengers	to	the	number	requesting	travel	aboard	ship.		
  	
  CIVIl EngInEER
  	
  The	Engineer	is	experienced	with	civil	building	projects	such	
  as	dams,	bridges,	and	housing.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: He	gains	a	+4	bonus	to	all	Technical	skill	checks	
  when	working	on	such	projects.
  ClImBER
  	
  The	character	is	an	expert	climber	with	experience	of	ice	and	
  other difficult conditions. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit: He	or	she	gains	a	+2	bonus	on	all	climbing	activities.	
  This	feat	is	cumulative	with	Skill	Focus	and	Athletic.
  COACHIng
  	
  The	character	has	gained	experience	as	a	coach	in	his	or	her	
  own	sport.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class	and	have	at	least	one	Sport	skill.
  	
  Benefit:	 Other	 characters	 undertaking	 a	 task	 related	 to	 a	
  sport	the	character	has	the	Sport	feat	for	gain	a	+2	bonus	to	their	
  skill	rolls	due	to	his	expert	advice.
  COmBAT DRIVER/pIlOT (TypE)
  	
  The	character	has	been	trained	to	operate	a	vehicle	under	
  pursuit	or	combat	conditions.	Type	may	be	Ground	Vehicle,	Grav	
  Vehicle,	Small	Craft	or	Starship
  	
  Benefit: The	character	receives	a	+2	bonus	to	all	Drive	or	
  Pilot	checks	when	undertaking	a	defensive	or	offensive	maneuver	
  in	combat,	or	to	avoid	a	crash	as	a	result	of	combat	effects.
   
  Normal: Characters	 without	 this	 feat	 receive	 no	 special	
  bonus.
  COmBAT REFlExES
   
  The individual has the reflexes of a seasoned veteran; able 
  to	spot	and	take	advantage	of	the	openings	an	opponent	may	
  present	in	combat.
  	
  Benefit:	When	foes	leave	themselves	open,	the	character	
  may	make	a	number	of	additional	attacks	of	opportunity	equal	to	
  his or her Dexterity modifier. The character still may only make 
  one	 attack	 of	 opportunity	 per	 enemy.	 The	 character	 may	 also	
  make attacks of opportunity while flat-footed. 
  COmBAT SpECIAlIZATIOn
  	
  The	martial	artist	has	honed	her	skill	with	a	weapon	or	combat	
  style	and	developed	it	into	a	deadly	combat	system,	giving	her	
  abilities	far	beyond	those	of	normal	combatants.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Martial	Artist	class.
   
  Benefit: This	feat	can	be	taken	multiple	times,	but	each	time	
  must	be	with	a	different	weapon	system.	Combat	Specialization	
  can only be taken in a weapon or fighting system with which 
  the	 character	 already	 has	 the	 Weapon	 Focus	 and	 Weapon	
  Specialization	feats.	These	feats	add	+	to	hit	and	+2	to	damage	
  respectively.	Adding	 Combat	 Specialization	 adds	 an	 additional	
  +	 to	 hit	 and	 +2	 to	 damage,	 for	 a	 total	 of	 +2	 to	 hit	 and	 +4	 to	
  damage.
  COmmAnD pRESEnCE
   
  The art of using presence and voice to inspire confidence 
  and	leadership.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Army,	Flyer,	Marine,	Navy,	or	Sailor	classes.
  	
  Benefit:	Add	+2	bonus	to	all	Leader	skill	checks.	This	bonus	
  does	stack	with	the	Natural	Born	Leader	feat.
  COmpETITIVE
   
  The character likes to win and has difficulty resisting a 
  challenge.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit:	In	any	situation	where	the	character	is	competing	
  with another, including a fight with melee weapons (but not 
  ranged	 weapons),	 the	 character	 gains	 +	 to	 his	 or	 her	 skill	 or	
  attack	rolls.
  COnCEAlmEnT
  	
  The	character	is	an	expert	at	avoiding	searches	of	his	cell	(or	
  other	dwelling	such	as	starship	cabin)	or	person.
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Convict	class.
  	
  Benefit:	Gain	a	+4	bonus	to	conceal	any	small	item	from	a	
  search.
  COnnECTIOnS
  	
  The	individual	has	established	a	number	of	useful	and	helpful	
  contacts	among	a	selected	community	of	people.	(Determined	in	
  agreement	with	the	Referee).
  	
  Benefit:	 Add	 +2	 to	 all	 Gather	 Information	 checks	 when	
  utilizing	these	contacts	for	information.
  	
  Special:	This	feat	is	specialized,	meaning	that	it	will	normally	
  specify	 what	 community	 or	 types	 of	 people	 the	 character	
  has	 connections	 among.	 For	 example:	 Connections	 (Law	
  Enforcement)	 would	 mean	 the	 character	 had	 contacts	 among	
  police	and	other	law	enforcement	agencies,	and	be	familiar	with	
  the	type	of	people	that	are	part	of	that	community.	Listed	below	
  are	a	number	of	different	ideas	that	might	be	useful	to	characters	
  in	 the	 Traveller	 universe.	The	 character	 is	 free	 to	 select	 from	
  among	 them,	 or	 with	 your	 Referee’s	 permission	 come	 up	 with	
  new	ones.
  	
  Connections (Scouts):	Contacts	among	the	active	duty	Scout	
  Service	personnel,	at	Scout	bases,	etc.
  	
  Connections (Streetwise):	The	individual	has	contacts	with	
  and	knowledge	of	dealing	with	people	from	lower	levels	of	society	
  (SOC	7	or	less).
  	
  Connections (Underworld):	The	individual	has	connections	
  and	contacts	within	the	criminal	underworld	and	black	markets,	
  and	 is	 familiar	 with	 dealing	 with	 people	 from	 this	 element	 of	
  society.
  	
  Connections (Class):	The	individual	has	a	number	of	contacts	
  and	 acquaintances	 among	 members	 of	 their	 own	 specific	
  character	class.
  COnTACT SpECIAlIST
   
  The Scout has been trained in the art of first contact, and 
  making	a	good	impression.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Scout	class.
   
  Benefit: Add	+4	to	all	initial	Liaison	or	reaction	checks	when	
  dealing individuals for the first time.
  COnTROl & RESTRAInT
  	
  The	Law	Enforcer	is	skilled	at	restraining	suspects	with	bare	
  hands	or	tools	like	a	baton	or	handcuffs.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  
  3
  7
  FEATS
  level	in	the	Law	Enforcer	class.
   
  Benefit: He	or	she	may	“attack	to	restrain”	at	half	normal	BAB.	
  If	the	attack	is	successful,	the	target	must	make	an	immediate	
  Reflex save at a DC equal to (10 + the Law Enforcer’s level) or be 
  unable	to	act	the	following	round.	Once	the	suspect	is	restrained,	
  the	 Law	 Enforcer	 must	 successfully	 “attack”	 each	 round	 to	
  keep	him	that	way,	but	the	target	gets	only	one	save;	once	he	
  is	restrained,	he	stays	that	way	until	the	Law	Enforcer	makes	a	
  mistake.	Attempts	to	keep	a	target	restrained	are	made	at	full	BAB	
  if	the	Enforcer	is	just	concentrating	on	continuing	to	hold	him.	If	
  the	Enforcer	wants	to	do	something	else	(get	handcuffs	on	the	
  suspect,	or	hold	him	to	be	beaten	by	others)	then	BAB	is	halved	
  as	per	the	initial	attack.	The	Enforcer	may	try	to	handcuff	a	target	
  in any round except the first round of restraint. The target gets his 
  normal	Dexterity	and	other	bonuses	to	defend	against	the	restraint	
  (i.e.	to	wriggle	or	wrestle	free.)	Multiple	Enforcers	(up	to	4)	can	
  co-operate	to	restrain	a	suspect.	Each	rolls	separately,	and	the	
  target must defend against (or make his Reflex save against) all 
  of	them	to	avoid	being	controlled.	If	a	suspect	is	being	controlled	
  by	at	least		Enforcer,	another	can	cuff	him	automatically.
  COnTROl BAnD
  	
  A	special	style	of	leadership	is	required	to	control	a	corsair	
  band,	based	on	casual	violence	and	constant	alertness	for	any	
  challenge.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Corsair	class.
   
  Benefit: A	character	with	this	feat	gains	a	+2	to	all	Intimidate	
  or	Leadership	checks	when	dealing	with	subordinates.
  CREDIT lInE
  	
  Because	of	family	ties,	business	associates,	friends,	or	other	
  connections,	the	individual	has	access	to	a	fairly	sizable	line	of	
  credit	 that	 may	 be	 borrowed	 against	 at	 very	 low	 interest	 rates	
  (5%).
  	
  Benefit:	 The	 character	 may	 borrow	 an	 amount	 up	 to	
  the	 equivalent	 of	 (character	 level	 times	 the	 results	 of	 a	 Social	
  Standing	check)	times	Cr000.	This	loan	must	be	repaid	within	
  a	number	of	years	equal	to	the	character’s	level	when	the	loan	
  is	initially	taken.	Interest	must	be	paid	even	if	the	loan	is	settled	
  almost	immediately.	No	additional	loans	from	this	source	may	be	
  taken	while	a	balance	from	a	previous	loan	still	remains	unpaid.
  CREWmEmBER
  	
  The	 character	 has	 served	 aboard	 starships	 and	 has	
  a	 basic	 set	 of	 shipboard	 skills.	 She	 can	 undertake	 simple	
  “working	 passage”	 tasks	 like	 routine	 maintenance,	 monitoring	
  instruments and handling comm traffic. The character may make 
  T/Communications,	T/Electronics	and	T/Mechanical	skills	checks	
  as	if	she	had	a	skill	rank	of	0,	but	only	while	working	aboard	a	
  starship	or	spacecraft.	Characters	with	this	feat	can	manage	to	
  live	and	work	aboard	a	starship	without	causing	mayhem	and	are	
  also	familiar	with	basic	emergency	procedures	such	as	getting	a	
  passenger	into	a	rescue	ball.
  	
  Characters	who	join	the	Corsair,	Merchant,	Navy	or	Scout	
  careers	automatically	receive	this	feat	as	a	bonus	upon	successful	
  completion of their first term. 
  	
  Benefit: The character can be hired as an unqualified crew-
  person	 and	 can	 work	 passage	 aboard	 a	 starship.	 She	 will	 not	
  make	stupid	mistakes	when	performing	routine	shipboard	work.	
  In	 addition,	 the	 character	 may	 make	 T/Communications,	 T/
  Electronics,	and	T/Mechanical	skills	checks	as	if	she	had	a	skill	
  rank	of	0,	but	only	while	working	aboard	a	starship	or	spacecraft.
   
  Normal: Characters	without	this	feat	may	cause	problems	if	
  attempting	even	simple	tasks	they	are	not	trained	for.
  CROSS TRAInIng
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Mercenary	or	Navy	class.
   
  Benefit: The	character	may	select	one	class	feat	from	the	
  Army,	Marine,	or	Navy	class.	This	class	feat	may	be	selected	a	
  maximum	of	two	times.
  DAmAgE COnTROl
   
  Being aboard a fighting vessel will usually impart some 
  level	of	knowledge	on	the	art	of	damage	control,	or	quickly	and	
  effectively	instituting	temporary	but	critical	repairs	when	needed.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Corsair	or	Navy	class.
   
  Benefit: When	a	character	or	NPC	leading	a	repair	crew	has	
  the	damage	control	feat,	they	may	add	x2	to	the	Repair	Point	
  multiplier	for	the	team	each	round.
  DEFEnSIVE mAnEUVER
  	
  The	Flyer	is	skilled	at	making	herself	hard	to	hit.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Flyer	class.
   
  Benefit: When making any skill check to evade ground fire, 
  missiles, or another fighter, the pilot gains a +4 bonus. 
  DEFEnSIVE ROll
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Mercenary	class.
   
  Benefit: Once	 per	 day,	 a	 Mercenary	 may	 attempt	 to	 roll	
  with	an	incoming	blow	to	take	less	damage	from	it.	She	makes	a	
  Reflex save (DC=stamina damage dealt) and if successful, she 
  only	takes	half	damage	(stamina	and	lifeblood)	from	the	blow.	She	
  must	be	aware	or	the	attack	and	able	to	execute	this	maneuver.	
  If	she	would	normally	be	denied	her	Dexterity	bonus	to	AC,	she	
  can’t	try	it.	Note	that	the	Mercenary’s	Evasion	feature	does	not	
  apply	when	attempting	a	Defensive	Roll.
  DEmO SpECIAlIST
  	
  The	Engineer	is	an	explosives	expert.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: He	gains	a	+2	bonus	on	skill	checks	when	planting	
  or	 defusing	 explosives	 and	 knows	 how	 to	 tamp	 and	 shape	
  charges	for	best	effect,	getting	0%	more	damage	from	a	given	
  emplaced	charge	(such	as	a	breaching	charge).	This	feat	stacks	
  with	Nerves	of	Steel	when	disarming	devices.
  DIplOmATIC TRAInIng
  	
  The	character	has	been	trained	in	restraint	and	tolerance,	
  and is difficult to provoke or otherwise maneuver into making a 
  mistake,	revealing	sensitive	information	etc.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: Anyone	trying	to	fast	talk	or	bluff	the	character	into	
  such	a	gaffe	suffers	a	–2	penalty.	In	addition,	the	character	may	
  always	Take0	on	liaison	checks.	
  DIplOmATIC COmplACEnCy
  	
  The	 character	 knows	 she	 is	 safe	 behind	 her	 diplomatic	
  immunity	and	the	importance	of	her	position.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: Intimidation	checks	suffer	a	–2	penalty	against	her,	
  and	she	gains	a	+2	to	Bluff	checks	when	dealing	with	security	
  guards	and	similar	underlings.
  
  32
  7
  FEATS
  DISASTER TEAm
  	
  The	character	has	served	on	an	emergency	response	team	
  for	 serious	 incidents,	 and	 has	 observed	 other	 team	 members	
  doing	their	jobs.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class.
   
  Benefit: The	 character	 is	 familiar	 with	 basic	 emergency	
  procedures	 such	 as	 operating	 cutting	 and	 lifting	 gear,	 moving	
  casualties	to	safe	areas,	and	identifying	potential	hazards	such	
  as	 toxic	 chemicals.	 The	 character	 may	 attempt	 emergency	
  procedures	 she	 is	 not	 trained	 for	 as	 if	 she	 had	 a	 skill	 rank	 of	
  0,	 applying	 relevant	 stat	 bonuses.	 This	 feat	 applies	 only	 in	
  emergency	conditions.	
  DODgE
  	
  The	 character	 is	 naturally	 adept	 at	 dodging	 and	 avoiding	
  blows	in	combat.
  	
  Prerequisite:	DEX	3+.	
  	
  Benefit:	 During	 the	 character’s	 action,	 he	 designates	 an	
  opponent	and	receives	a	+	dodge	bonus	to	Armor	Class	against	
  attacks	 from	 that	 opponent.	 The	 character	 can	 select	 a	 new	
  opponent	on	any	action.	Note:	A	condition	that	makes	the	character	
  lose	his	or	her	Dexterity	bonus	to	Armor	Class	(if	any)	also	makes	
  the	character	lose	dodge	bonuses.	Also,	dodge	bonuses	stack	
  with	each	other,	unlike	most	other	types	of	bonuses.
  DOgFIgHT
  	
  The	Flyer	is	particularly	good	at	airborne	scrapping,	and	has	
  an	uncanny	knack	of	knowing	just	where	opponents	are	about	to	
  be.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Flyer	class.
   
  Benefit: He	 gains	 a	 +2	 bonus	 to	 hit	 with	 all	 aircraft	
  weapons.
  DOn’T TOUCH THAT!
  	
  During	her	training,	the	Engineer	had	an	unfortunate	habit	of	
  fiddling with dangerous equipment and endangering herself. Now 
  she	has	an	almost	uncanny	sense	when	she	or	someone	else	is	
  about	to	do	something	stupid	with	a	piece	of	equipment.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: Any	time	a	character	nearby	(or	the	Engineer	herself)	
  is	 about	 to	 unwittingly	 do	 something	 dangerous	 (e.g.	 open	 an	
  airlock	onto	vacuum,	touch	a	live	circuit,	trigger	a	mining	laser	with	
  someone’s	foot	in	the	way);	she	seems	to	hear	the	voice	of	her	
  old	mentor	shouting	at	her	–		“Don’t	Touch	That!”.	The	Engineer	
  may make a Reflex save at DC 15 to snatch her hand away from 
  the	control,	circuit	etc.	If	successful,	the	action	is	not	taken.	If	it	is	
  someone	else	who	is	about	to	perform	a	dangerous	action,	the	
  Reflex save to stop them is DC 20. Unfamiliar equipment may still 
  trigger	the	Engineer’s	hazard-sense,	but	DC	is	increased	by	5	for	
  alien	technology	and	0	for	totally	strange	equipment,	such	as	
  Ancients	devices.
  DRAmA QUEEn
  	
  The	character	tends	to	make	a	big	fuss	over	little	things.	His	
  exaggerated	responses	tend	to	draw	attention	away	from	other	
  members	of	his	group.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Entertainer	class.
   
  Benefit: Any	attempts	to	Sense	Motive	or	Search	(say	for	
  a	 concealed	 weapon,	 to	 see	 through	 a	 disguise	 etc)	 directed	
  against	the	character	or	other	members	of	the	Drama	Queen’s	
  party	suffer	a	–2	penalty	due	to	his	distracting	fuss.
  DROp TROOpER
  	
  This	feat	applies	to	personal	re-entry,	whether	in	a	military	
  assault	drop	capsule	or	using	an	emergency	personal	re-entry	kit.	
  It	may	be	taken	up	to	3	times,	giving	up	to	a	+5	bonus	on	all	DEX	
  checks	made	during	re-entry	and	(in	the	case	of	a	military	assault	
  capsule)	 to	 aim	 the	 capsule	 at	 the	 target	 point.	The	 character	
  must already possess the Armor Proficiency: Vac Suit feat to take 
  this	feat.
  	
  The	 Drop	 Trooper	 feat	 is	 available	 to	 members	 of	 any	
  spacegoing	 service	 (Marines,	 Merchants,	 Navy,	 Scouts)	 and	
  to	 Army	 and	 Mercenary	 Special	 Forces	 members	 who	 have	
  trained	for	emergency	or	assault-drop	re-entry	operations.	At	the	
  Referee’s	discretion,	any	other	character	may	take	this	feat	if	they	
  are a participant in the hazardous sport of “Atmosphere Surfing” 
  (also known as “Re-Entry Surfing).
   
  Prerequisites: Armor Proficiency (Vac Suit) feat.
  	
  Benefit: st	 Level: No	 penalty	 on	 DEX	 checks	 to	 make	 a	
  controlled	re-entry.	Level	I:	+2	on	all	DEX	checks.	3rd	level:	+5	on	
  all	DEX	checks	(total).
  	
  Normal: Characters	without	this	feat	can	attempt	re-entry,	
  but	at	a	penalty	of	–4.	Characters	without	the	Vac	Suit	feat	have	
  no	chance	at	successful	re-entry.
  DUBIOUS HISTORy
  	
  The	diplomat	has	a	checkered	past,	and	while	this	may	raise	
  some	 eyebrows	 in	 cultured	 circles;	 he	 has	 useful	 connections	
  in	the	military,	political,	commercial	or	criminal	sector	(pick	one	
  when	the	feat	is	taken).	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: These	connections	to,	for	example,	a	prince	in	exile	
  or	a	disgraced	businessman	can	be	used	to	obtain	information	or	
  services	once	per	year.	The	nature	of	the	assistance,	and	what	
  the	provider	wants	in	return,	are	up	to	the	Referee.
  DUmB lUCK
  	
  The	character	is	unnaturally	lucky.
  	
  Benefit:	 +	 to	 all	 Gambling	 checks.	 Once	 per	 day	 the	
  character	may	retry	a	failed	check,	attack	roll,	or	saving	throw.	
  He	or	she	may	also	turn	any	one	successful	check,	attack	roll,	
  or	saving	throw	into	a	critical	success;	but	this	may	be	done	only	
  once	per	week	and	during	the	next	week	the	character	may	not	
  attempt	to	use	this	feat	at	all.	The	two	features	of	the	feat	cannot	
  be	used	together.	For	example:	this	feat	could	not	be	used	to	
  reenroll	 an	 unsuccessful	 attack	 and	 then,	 if	 the	 reenroll	 were	
  successful,	increase	the	success	into	a	critical	hit.
  EnDURAnCE
  	
  The	character	is	“long	winded”	and	able	to	endure	strenuous	
  physical	exertion	far	longer	than	most	others.
  	
  Benefit:	 Whenever	 the	 character	 makes	 a	 check	 for	
  performing	a	physical	action	that	extends	over	a	period	of	time	
  (running,	swimming,	holding	his	breath,	and	so	on),	the	character	
  gets	a	+4	bonus	to	the	check.
  EnHAnCED ImmUnE SySTEm
  	
  The	character	has	a	particularly	impressive	immune	system	
  and	rarely	gets	sick.	
  	
  Benefit: The	character	has	a	bonus	of	+2	to	Fortitude	saves	
  to	resist	disease	and	infection,	and	to	recover	from	their	effects.
  	
  Normal: A	 character	 without	 this	 feat	 suffers	 no	 special	
  penalty.
  
  33
  7
  FEATS
  EnHAnCED STRIKIng
  	
  The	martial	artist	has	become	adept	at	striking	with	hands,	
  feet,	head	etc,	and	can	cause	additional	damage.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Martial	Artist	class.
   
  Benefit: This	feat	can	be	taken	twice.	Enhanced	Striking	I	
  represents a high degree of efficiency with the basic strikes. The 
  character inflicts 1d4+1 damage in unarmed combat and gains +2 
  on	attack	rolls.	He	also	strikes	for	d6	damage	with	improvised	
  weapons,	but	with	no	bonus.	This	supersedes	and	does	not	stack	
  with	 Brawling.	 Enhanced	 Striking	 II	 represents	 a	 tremendous	
  level of skill with strikes, and the ability to use complex and flashy 
  moves	like	jumping	and	spinning	kicks.	The	character	strikes	for	
  1d6+1 damage when fighting unarmed and gains a +3 bonus 
  to	attack	rolls	(this	bonus	supersedes	and	does	not	stack	with	
  Brawling	or	Enhanced	Striking	I).	He	also	gains	+	to	attack	rolls	
  with	 improvised	 weapons,	 and	 does	 +	 point	 of	 damage	 with	
  them;	 normally	 this	 will	 be	 d6+.	 For	 creatures	 with	 naturally	
  lethal	attacks,	such	as	an	Aslan’s	dewclaw,	the	Improved	Natural	
  Attack	feat	is	used	instead.
  EVA
  	
  The	 character	 is	 highly	 skilled	 at	 extra-vehicular	 activity	
  (EVA)	operations;	that	is,	she	has	been	trained	in	carrying	out	
  various	tasks	outside	a	vessel	in	open	space.	A	character	must	
  already possess the Armor Proficiency (Vac Suit) feat to take this 
  feat.
  	
  Benefit: The	character	gains	a	+2	bonus	to	all	skill	checks	
  made	when	operating	in	a	vac	suit	outside	a	spacecraft	in	open	
  space.
  	
  Normal: There	 are	 no	 penalties	 associated	 with	 EVA	
  operations	for	persons	without	this	feat,	though	some	types	of	
  vac	suit	may	impose	their	own	penalties.
  EVASIOn
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Martial	Artist	or	Mercenary	class.
   
  Benefit: If	 exposed	 to	 any	 effect	 that	 normally	 allows	 a	
  character to attempt a Reflex saving throw for half damage (such 
  as	a	grenade),	she	takes	no	damage	with	a	successful	saving	
  throw.	Evasion	can	only	be	used	if	the	character	is	wearing	light	
  armor	or	no	armor.
  EVEnTIng
  	
  The	 character	 is	 used	 to	 the	 stress	 and	 excitement	 of	
  competing	in	a	sporting	event.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit:	He	or	she	does	not	make	basic	mistakes	and	can	
  always	Take0	during	a	round	rather	than	submit	to	the	die	roll.	In	
  addition,	the	character	gains	+	to	all	relevant	skill	checks	during	
  the	event.	
  EW SpECIAlIST
  	
  The	individual	is	an	electronic	warfare	expert,	and	has	an	
  incredible	talent	when	it	comes	to	sensors	and	communications.	
   
  Benefits:	The	character	gains	a	+2	to	all	T/Communications	
  and	 T/Sensors	 skill	 checks	 when	 attempting	 to	 detect,	 defeat,	
  or	establish	a	communications	or	sensor	lock,	or	when	trying	to	
  descramble	a	garbled	or	encoded	comm.	signal.	
  FAmE
  	
  The	character	is	somewhat	famous,	and	can	sometimes	use	
  this to find assistance. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Entertainer	class.
   
  Benefit: Once	per	visit	to	any	given	star	system,	the	character	
  may	roll	d20	+	per	level	of	Entertainer	the	character	has,	vs.	a	
  DC	equal	to	30	minus	the	world	population	UWP.	If	successful,	
  the	character	has	located	an	old	friend	from	the	showbiz	life	or	a	
  dedicated	fan,	who	may	be	able	to	help	in	some	way.
  FAR SHOT
  	
  The	 character	 is	 a	 crack	 shot	 when	 aiming	 at	 distant	
  targets.
  	
  Prerequisite:	Point	Blank	Shot.	
  	
  Benefit:	 When	 the	 character	 uses	 a	 projectile	 weapon,	
  such	as	an	autopistol,	its	range	increment	increases	by	one-half	
  (multiply	by	.5).	When	the	character	uses	a	thrown	weapon,	its	
  range	increment	is	doubled.
  FAST TAlK
  	
  The	character	is	able	to	come	up	with	plausible	comments,	
  answers,	 and	 other	 bit	 of	 small	 talk	 at	 the	 drop	 of	 a	 hat,	
  enabling	them	to	somewhat	direct	and	control	the	course	of	a	
  conversation.	
  	
  Benefit:	Add	+2	to	all	Bluff	and	Innuendo	checks.
  FAVOR OWED
  	
  The	diplomat	has	performed	a	great	service	for	someone	in	
  the	past.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: This	 person	 owes	 the	 character	 a	 debt	 of	 honor,	
  and	will	do	a	favor	in	return.	
   
  Special:	 This	 feat	 can	 be	 taken	 as	 many	 times	 as	 the	
  character	 wishes,	 but	 each	 favor	 can	 be	 called	 in	 only	 once.	
  Some	requests,	(e.g.	‘lend	me	the	96th	Strike	Fleet	for	a	couple	of	
  months’)	are	unlikely	to	be	granted.
  FEnCE STOlEn gOODS
  	
  The	 Rogue	 knows	 how	 to	 locate	 buyers	 for	 stolen	 or	
  otherwise	illegal	goods	and	products,	with	a	reduced	chance	of	
  getting	caught.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Rogue	class.
   
  Benefit: An Appraisal check must first be made on the 
  item(s)	 to	 determine	 their	 value.	 How	 quickly	 the	 item(s)	 sell,	
  and	how	much	they	bring	are	all	dependent	upon	one	another.	
  The	faster	an	item	sells,	the	less	it	will	likely	bring.	The	higher	
  the asking price for an item, the harder it will be to find a buyer. 
  When	checking	to	see	if	a	buyer	has	been	found	willing	to	pay	
  the	asking	price,	the	character	must	make	a	Gather	Information	
  check	vs.	the	appropriate	DC.	If	the	check	fails	by	0	or	more,	the	
  legal	authorities	have	learned	of	the	attempt	to	fence	the	goods	
  and	will	try	to	arrest	the	character.	
  % Actual 
  Check for 
  Find Buyer 
  Value
  Buyer
  DC
  0-0%	
  	per	day
  5
  -20%
  	every	2	days
  0
  2-30%
  	every	3	days
  5
  3-50%
  	per	week
  20
  4-75%
  	every	2	weeks
  25
  76-00%
  	per	month
  30
  FIgHTER lEADER
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  
  34
  7
  FEATS
  level	in	the	Flyer	class.
   
  Benefit: The	Flyer	is	skilled	at	controlling	a	group	of	combat	
  craft	(up	to	0),	and	can	add	his	INT	or	WIS	bonus	to	all	initiative	
  rolls	made	by	the	members	of	his	squadron.
  FIRST AID
   
  The individual has been trained in the administration of first 
  aid	and	basic	medical	care.
  	
  Benefit:	While	this	does	not	impart	T/Medical	skill,	it	does	
  allow	a	character	to	function	as	if	he	had	a	T/Medical	skill	rank	of	
  0.
  FlEET TACTICS
  	
  The	 character	 is	 trained	 in	 the	 art	 of	 large-scale	 space	
  warfare and the handling of groups of ships (fleets) in combat.
   
  Prerequisites:	Ship	Tactics	feat.
   
  Benefit:	Add	WIS	or	INT	bonus	(whichever	is	higher;	treat	
  any penalties as +0) to all fleet attack and defense rolls.
   
  Normal:	Untrained	individuals	attempting	to	use	Fleet	Tactics	
  suffer	a	–4	penalty	to	the	roll.
  gEARHEAD
  	
  The	 character	 enjoys	 and	 is	 quite	 skilled	 at	 tinkering	 and	
  working	with	mechanical	and	electronic	equipment	and	systems.
   
  Benefit:	 Add	 +2	 to	 all	 T/Mechanical	 and	 T/Electronics	
  checks	when	attempting	to	repair,	construct,	or	sabotage	a	piece	
  of	equipment.	This	bonus	does	not	apply	to	the	actual	operation	
  of	the	equipment	itself.
  gEOlOgICAl SURVEy
  	
  The	character	is	skilled	at	carrying	out	sample	collection	and	
  analysis,	and	can	operate	appropriate	sensors	and	equipment.
  	
  Prerequisites:	P/Prospecting	skill	rank	5+	or	K/Geology	skill	
  rank	5+.
  	
  Benefit:	 Add	 +2	 to	 any	 K/Geology	 skill	 checks	 when	
  attempting field analysis of a geological formation or attempting to 
  extrapolate	possible	geological	information	about	a	region	based	
  on	available	maps	and	surveys.	Also	adds	a	+2	synergy	bonus	to	
  all	P/Survey	skill	checks	when	performing	planetary	mapping	and	
  mineral	surveys.
  gRApplE DEFEnSE
  	
  The	character	is	skilled	at	resisting	takedowns,	throws	and	
  attempts	 to	 disarm	 him,	 and	 is	 trained	 in	 techniques	 used	 to	
  escape	joint	locks	and	chokes.	
  	
  Benefit: The	character	has	no	penalty	to	checks	made	to	
  resist	all	attempts	to	throw,	takedown,	choke	or	lock	him,	including	
  Law	Enforcers’	Control	&	Restraint	techniques.	
  	
  Normal: Untrained	characters	relying	upon	brute	force	are	
  very	vulnerable	to	skilled	wrestlers	and	grapplers,	and	suffer	a	–4	
  on	all	checks	to	resist	the	attacks	mentioned	above.
  gREAT FORTITUDE
  	
  The	character	is	capable	of	withstanding	unusual	levels	of	
  pain	and	fatigue,	and	can	(at	least	for	a	while)	hold	at	bay	the	
  effects	of	shock.
  	
  Benefit:	 The	 character	 gets	 a	 +2	 bonus	 to	 all	 Fortitude	
  saving	throws.
  HACKER
  	
  The	 character	 is	 adept	 at	 hacking	 computer	 systems	 and	
  defeating	security	measures.
  	
  Prerequisites:	T/Computer	skill	rank	5+
  	
  Benefit:	Add	+2	to	all	T/Computer	and	T/Communications	
  checks	 when	 attempting	 to	 bypass	 or	 circumvent	 computer	 or	
  communication	security	features.
  HEAVy mETAl
  	
  The	individual	has	a	natural	ability	with	ballistics,	trajectories,	
  and targeting of heavy weapons such as field artillery and ship’s 
  weaponry.
  	
  Benefit:	Reduce	the	effective	range	to	a	target	by	one	range	
  increment,	or	ignore	one	level	of	cover	and/or	concealment.
  HIgH mORAlE
  	
  Marines	 are	 known	 for	 their	 high	 morale	 and	 esprit	 de	
  corps.
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Marine	class.
   
  Benefit: Marines	with	this	feat	earn	a	+2	to	all	Will	saving	
  throws.
  HISTRIOnICS
   
  The character tends to fly off the handle and get angry with 
  officials or overdo celebration of victory. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit:	 Once	 per	 event,	 the	 character	 can	 engage	 in	
  histrionics	that	may	convince	the	umpire/referee	to	change	his	
  decision	or	cloud	a	confused	issue	still	further.	The	effect	of	this	
  is	that	the	character	may	make	an	immediate	DC5	Bluff	test.	If	
  he	succeeds,	he	may	retake	his	last	skill	check	in	the	event.	
  HOBBy
   
  The individual has developed a specific skill as a favorite 
  hobby.
  	
  Benefit:	May	make	one	cross-class	skill	a	permanent	class	
  skill.
  	
  Special:	This	feat	may	be	taken	a	number	of	times	equal	
  to	a	character’s	INT	bonus	or	a	minimum	of	once,	whichever	is	
  higher.
  HOSER
  	
  The	pilot	is	fond	of	close-in	gun	attacks	rather	than	standoff	
  missile	combat.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Flyer	class.
   
  Benefit: He	gains	a	+2	bonus	to	hit	with	gun	weapons	such	
  as autocannon and laser weapons. This feat stacks with Dogfight, 
  and	applies	to	turreted	weapons	aboard	heavy	aircraft	or	ship’s	
  boats as well as fixed fighter guns.
  HOSTIlE EnVIROnmEnT EngInEER
  	
  The Engineer is skilled at working in difficult environments 
  such	as	underwater	or	in	vacuum,	and	understands	how	materials	
  behave	in	these	conditions.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: She	may	ignore	penalties	for	working	in	a	hostile	
  environment, other than those incurred for lack of proficiency with 
  protective	equipment	such	as	vac	suits.	Anyone	without	this	feat	
  trying	to	work	in	hostile	conditions	suffers	a	–4	penalty	to	
  technical	skill	rolls.
  HOSTIlE EnVIROnmEnT OpERATIOnS
  	
  The	 character	 is	 highly	 skilled	 at	 hostile	 environment	
  operations;	 that	 is,	 she	 has	 been	 trained	 in	 carrying	 out	
  various	tasks	outside	a	vessel	in	corrosive,	insidious,	or	exotic	
  atmospheres.
  	
  Prerequisite: Armor Proficiency (Vac Suit).
  
  35
  7
  FEATS
  	
  Benefit: The	character	gains	a	+2	bonus	to	all	skill	checks	
  made	when	operating	in	a	vac	suit	or	hostile	environment	suit	in	
  the	atmosphere	types	listed	above.	In	addition,	a	suit	maintained	
  or	 operated	 by	 a	 character	 possessing	 this	 feat	 will	 last	 25%	
  longer	before	failing	in	extreme	conditions.
  	
  Normal: There	 are	 no	 penalties	 associated	 with	 Hostile	
  Environment	 operations	 for	 persons	 without	 this	 feat,	 though	
  some	types	of	suits	may	impose	their	own	penalties.
  ImpRESSIVE BlUSTER
  	
  The character is a past-master at flying off the handle. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: When	dealing	with	anyone	likely	to	be	impressed	by	
  his	position,	the	character	may	bluster	and	posture,	gaining	a	+2	
  bonus	to	all	Bluff,	Liaison,	or	Leader	checks.
  ImpROVED CRITICAl
   
  The character has an affinity for a specific type of weapon, 
  such as an autopistol or dagger, which must be specified when 
  the	feat	is	taken.	When	wielding	this	type	of	weapon,	he	or	she	is	
  much more likely to inflict a critical hit on an opponent. 
  	
  Prerequisites: Proficiency feat with weapon, base attack 
  bonus	+8	or	higher.	
  	
  Benefit:	 When	 using	 a	 weapon	 of	 the	 selected	 type,	 the	
  character’s	threat	range	is	doubled.	
  	
  Special:	This	feat	can	be	taken	multiple	times.	The	effects	
  do	not	stack.	Each	time	the	character	takes	the	feat,	it	applies	to	
  a	new	type	of	weapon	(autopistol,	submachinegun,	dagger,	etc).	
  ImpROVED EVEnTIng
  	
  The	character	is	very	experienced	in	competition.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.	Must	already	have	the	Eventing	feat.
  	
  Benefit:	He	is	considered	to	always	roll	at	least	0	in	any	
  skill	check	where	he	has	an	appropriate	Sport	feat,	and	gains	
  a	+3	bonus	to	the	actual	die	roll.	This	supersedes	the	Eventing	
  feat.
  ImpROVED InFIgHTIng
   
  This	feat	is	available	to	any	character	or	creature	that	has	a	
  Lifeblood-affecting	(i.e.	lethal)	natural	weapon	such	as	a	Vargr’s	
  bite	 or	 an	 Aslan’s	 dewclaw	 and	 who	 already	 possesses	 the	
  Infighting feat. It represents an extremely high level of prowess in 
  using	the	natural	weapon.	The	feat	can	be	taken	more	than	once,	
  but	each	time	it	is	applied	to	a	different	attack	(claw,	bite	etc).	
  	
  Benefit: The	character	gains	an	additional	+2	bonus	to	all	
  attack	rolls	with	the	natural	weapon	(for	a	total	of	+3),	and	damage	
  is	again	increased	by	one	die	type.	I.e.	an	attack	that	normally	
  deals 1d2 damage becomes 1d3 with Infighting (see below), and 
  1d4 with Improved infighting.
  ImpROVED InITIATIVE
   
  The character has fast or highly trained reflexes, allowing her 
  to	react	more	quickly	than	others	in	combat.
   
  Benefit:	The	character	gets	a	+4	bonus	on	initiative	checks.
  ImpROVED SEARCH
  	
  The	 Rogue	 is	 adept	 at	 locating	 the	 likely	 spots	 that	
  someone	would	tend	to	hide	their	valuables	and	other	items	of	
  importance.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Rogue	class.
   
  Benefit: Add	+2	to	all	Search	checks.
  ImpROVED TWO-WEApOn FIgHTIng
  	
  The	 character	 is	 highly	 trained	 in	 the	 art	 of	 two-weapon	
  combat.
  	
  Prerequisites:	 Two-Weapon	 Fighting	 and	 Ambidexterity	
  feats,	base	attack	bonus	+9	or	higher.	
  	
  Benefit:	In	addition	to	the	standard	single	extra	attack	the	
  character	gets	with	an	off-hand	weapon,	he	or	she	also	gets	a	
  second	attack	with	the	off-hand	weapon,	albeit	at	a	-5	penalty.	
  	
  Normal:	Without	this	feat,	the	character	can	only	get	a	single	
  extra	attack	with	an	off-hand	weapon.	
  ImpROVED UnARmED STRIKE
  	
  The	 character	 has	 achieved	 a	 very	 high	 level	 of	 skill	 in	
  unarmed	combat.
  	
  Benefit:	 The	 character	 is	 considered	 to	 be	 armed	 even	
  when	 unarmed	 –	 that	 is,	 armed	 opponents	 do	 not	 get	 attacks	
  of	opportunity	when	he	or	she	attacks	them	while	unarmed.	The	
  character	still	gets	an	opportunity	attack	against	any	opponent	
  who	makes	an	unarmed	attack	on	him.	
  ImpROVED ZERO-g OR lOW gRAVITy ADApTATIOn
  	
  The	character	is	totally	acclimated	to	working	and	living	in	a	
  low	or	zero	gravity	environment.
  	
  Prerequisites:	Zero-G	or	Low	Gravity	Adaptation	feat.
  	
  Benefit:	 The	 character	 will	 suffer	 no	 penalty	 when	 using	
  skills	in	a	zero-g	or	low	gravity	environment,	except	for	combat	
  skills.	These	require	the	Zero-G	combat	feat.
  	
  Normal:	 Untrained	 characters	 suffer	 a	 –4	 penalty	 on	 any	
  skill	use	in	a	low	or	zero-g	environment.	
  ImpROVISED ExplOSIVES
  	
  The	 Engineer	 knows	 how	 to	 make	 a	 range	 of	 explosive	
  compounds	from	various	materials.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: On	a	successful	Demolitions	check,	the	character	
  can improvise an incendiary or explosive device sufficient to 
  penetrate	the	chosen	target	(see	THB	P56,	Demolitions).	The	DC	
  of	this	check	is	equal	to	(0	+	number	of	kilograms	of	conventional	
  explosive	required).	Thus	to	penetrate	a	reinforced	concrete	wall	
  (needing		kilogram	of	explosives)	is	DC.	To	breach	it	requires	
  4	kilograms,	so	the	DC	is	4.	Failure	indicates	that	the	charge	
  uses	up	the	available	materials	but	proves	to	best	inadequate.	It	
  will	cause	half	damage	if	appropriate.	An	improvised	charge	will	
  generally	be	2-5	times	as	large	as	the	equivalent	normal	explosive	
  device.	It	is	not	really	feasible	to	try	to	breach	a	starship	bulkhead	
  with	explosives	made	from	match	heads	and	manure.
  InFIgHTIng
   
  This	feat	is	available	to	any	character	or	creature	that	has	a	
  Lifeblood-affecting	(i.e.	lethal)	natural	weapon	such	as	a	Vargr’s	
  bite	or	an	Aslan’s	dewclaw.	It	represents	a	high	level	of	prowess	
  in	using	the	natural	weapon.	The	feat	can	be	taken	more	than	
  once,	but	each	time	it	is	applied	to	a	different	attack	(claw,	bite	
  etc).	
  	
  Benefit: The	character	gains	a	+	bonus	to	all	attack	rolls	
  with	the	natural	weapon,	and	damage	is	increased	by	one	die	
  type;	 i.e.	 d2	 becomes	 d3,	 d3	 to	 d4,	 d6	 to	 d8	 etc.	Any	
  pluses or other modifiers remain unchanged.
  	
  Normal: There	is	no	penalty	for	characters	without	this	feat.	
  InFInITE pATIEnCE
  	
  The	character	is	willing	to	take	as	long	as	it	takes	to	get	what	
  she	wants,	and	will	stall	negotiations	again	and	again	until	the	
  other	party	makes	a	mistake.	
  
  36
  7
  FEATS
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: The	character	gains	a	+2	bonus	to	Liaison,	Broker,	
  or	similar	skill	checks,	plus	an	additional	+	for	every	doubling	
  of	 the	 time	 she	 is	 willing	 to	 drag	 out	 the	 negotiations	 for,	 to	 a	
  maximum	of	+6	(taking	6	times	as	long	as	normal).	The	other	
  negotiator	may	of	course	break	off	out	of	exasperation.
  InTERROgATIOn
  	
  The	 character	 is	 skilled	 at	 questioning	 and	 interrogating	
  people.	She	can	pick	up	subtle	clues	from	their	body	language	
  and	choice	of	phrases	and	spot	inconsistencies	in	their	story.	
  	
  Benefit:	Add	+2	to	all	Sense	Motive	and	Intimidate	checks	
  when	 performing	 an	 interrogation	 or	 questioning	 a	 suspect.	 In	
  situations	where	the	character	is	being	interrogated,	a	negative	
  –2 modifier may be applied to the interrogator’s skill checks when 
  attempting	to	obtain	information	from	the	character.
  	
  Special:	This	feat	is	a	bit	more	heavy-handed	than	just	using	
  the	Sense	Motive	skill.	The	person	being	question	will	realize	that	
  the	character	is	after	information	from	them.
  IROn WIll
  	
  The	individual	has	an	unusually	high	reservoir	of	willpower,	
  grit,	and	determination.
  	
  Benefit:	The	 character	 gets	 a	 +2	 bonus	 to	 all	 Will	 saving	
  throws.	
  JACK-OF-All-TRADES
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Scout	or	Traveller	class.
   
  Benefit: Any	class	skill	(from	any	class	the	character	has	
  multiclassed	into)	the	character	is	not	currently	trained	in	may	be	
  treated	as	if	it	were	an	“untrained”	skill.	This	means	the	character	
  may	attempt	to	use	these	class	skills	as	if	they	had	a	skill	rank	of	
  0.	Each	subsequent	selection	of	this	class	feature	improves	the	
  character’s	effective	skill	rank	in	these	untrained	class	skills	by	
  +.	So	a	character	with	JoT	+3	would	make	such	skill	checks	as	
  if	they	had	a	skill	rank	of	3.
  	
  Cross	class	skills	may	similarly	be	used,	but	at	a	skill	rank	
  equal	to	JoT	rank	–.
  JUnKyARD DOg
  	
  Some	 Belters	 prefer	 to	 deal	 in	 salvage	 work	 rather	 than	
  prospecting	for	mineral	wealth.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Belter	class.
  	
  Benefit:	With	this	feat,	a	Belter	automatically	earns	a	d8+2	
  percent “finders fee” when returning salvaged items owned by a 
  government	rather	than	having	to	barter	for	the	additional	cash	
  as	per	the	normal	Salvage	rules.	When	selling	salvaged	items	
  for	scrap,	a	Belter	with	this	feat	is	able	to	command	a	price	equal	
  to	2d6%	of	the	original	value	of	the	item	rather	than	just	d0%.	
  This	feat	will	also	impart	a	+2	bonus	when	using	the	Appraise	skill	
  to	attempt	to	determine	the	possible	value	of	a	salvaged	item.	
  JURy RIg
  	
  The	character	is	quite	handy	at	jury-rigging,	makeshift	repairs	
  and	cobbling	together	unusual	gadgets	and	gizmos.
   
  Benefit:	 When	 attempting	 a	 fast,	 temporary	 repair,	 the	
  character	may	add	+2	to	any	repair	rolls	made.	
  lEgAl EAglE
  	
  The	character	is	intimately	familiar	with	Interstellar	laws	and	
  customs.
  	
  Prerequisites:	K/Interstellar	Law	skill	rank	of	5+.
   
  Benefit:	Add	+2	to	all	K/Interstellar	Law	and	P/Administration	
  checks.
   
  Special:	 This	 feat	 applies	 only	 to	 the	 laws	 governing	
  interstellar	trade,	travel,	commerce,	diplomacy,	etc.	It	does	not	
  apply	to	the	laws	of	individual	worlds	and	governments.
  lIgHTnIng RAID
  	
  Corsairs	 are	 noted	 for	 the	 sudden	 violence	 of	 their	 raids,	
  which	often	rely	on	surprise	to	prevent	any	organized	resistance	
  from	shaping	up.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Corsair	class.
   
  Benefit: A	 character	 with	 this	 feat	 (and	 his	 immediate	
  followers,	up	to	a	squad	sized	unit),	gain	a	+2	bonus	to	their	AC	
  when	making	a	sudden	initial	assault.	This	bonus	is	good	for	d6	
  rounds	 from	 the	 moment	 the	 attackers	 burst	 into	 their	 target,	
  down the assault ramp, etc. There is no benefit after this initial 
  shock	period.
  lIgHTnIng REFlExES
   
  The individual has the reflexes of a hunting cat.
  	
  Benefit: The character gets a +2 bonus to all Reflex saving 
  throws.	
  	
  lIngUIST
  	
  Exposure	 and	 interaction	 with	 numerous	 cultures	 and	
  societies	has	imbued	the	Traveller	with	a	gift	for	languages.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Traveller	class.
   
  Benefit: In	situations	where	a	Traveller	needs	to	communicate	
  with	another,	but	is	unfamiliar	with	the	local	language	he	may	still	
  attempt	to	get	a	point	or	question	across.	
  DC
  Type of Language
  0
  Subtongue	or	closely	related	to	a	known	language
  20
  Obscurely	related	to	a	known	language.
  25
  Archaic	or	earlier	version	of	a	known	language	(00s	of	
  years	old)
  30
  Ancient	root	tongue	of	a	known	language	(,000s	of	
  years	old)
  Modifiers
  DC
  Simple	questions	or	phrases	(hello,	what	are	you	
  called,	etc.)
  +0
  Moderately	complex	questions	and	phrases	(where	are	
  we,	what	happened)
  +2
  Difficult and highly involved questions and phrases 
  (local	history,	questions	about	society)
  +5
  Highly advance scientific and technical concepts
  +0
  lOOOOOOOT!!!
  	
  A	 character	 with	 this	 feat	 is	 adept	 at	 grabbing	 valuables	
  quickly and efficiently in the course of a raid. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Corsair	class.
   
  Benefit: Add	+2	to	all	Appraise	and	Search	checks	during	a	
  raid.
  lOW-TECH mACHInERy
  	
  The	Engineer	is	skilled	at	building	and	using	simple	machines	
  (ramps,	 levers,	 primitive	 block-and	 tackle	 etc)	 out	 of	 whatever	
  
  37
  7
  FEATS
  resources	are	to	hand.
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: The	character	will	not	suffer	penalties	to	skill	checks	
  when	operating	without	modern	equipment,	though	the	project	will	
  take	at	least	twice	as	long,	since	machines	must	be	constructed.	
  In	addition,	the	character	can	create	quite	complex	machines	such	
  as	cranes	and	catapults	out	of	primitive	components.	Characters	
  without	this	feat	suffer	a	–4	penalty	when	working	in	a	primitive	
  environment	unless	modern	equipment	is	brought	in.
  mARKET AnAlyST
  	
  This	 feature	 of	 the	 Merchant	 class	 bestows	 knowledge	 of	
  base	 market	 values	 for	 trade	 goods,	 and	 the	 ability	 to	 predict	
  general sale trends for a specific world. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Merchant	class.
   
  Benefit: A	successful	Broker	skill	check	(DC5)	allows	the	
  first die of the 3d6 to be thrown on the Actual Value Table (see 
  the	Trade	and	Commerce	rules	in	the	Travellers’	Handbook	for	
  details).	A	second	successful	Broker	skill	check	(DC30)	allows	
  the	Merchant	to	throw	the	second	of	the	three	dice	thrown	on	the	
  Actual	Value	Table.	This	result	is	recorded	and	kept	for	use	when	
  the	cargo	is	sold,	allowing	a	reasonably	accurate	assessment	of	
  what the final price will be. The third die can never be predicted. 
  The prediction will not hold indefinitely. Once it has expired 
  the	prediction	is	invalid	and	all	Actual	Value	dice	will	be	rolled	
  normally.	Each	type	of	good	must	be	predicted	separately,	and	
  different	lots	of	the	same	type	must	have	separate	second	die	roll	
  predictions.
  	 	
  First Die: DC	5.	Prediction	holds	valid	for	a	number	of	days	
  equal	to	the	number	of	points	by	which	the	roll	was	made.
    
  Second Die:	DC	30	This	prediction	holds	for	one	day	per	two	
  points	by	which	the	roll	was	made,	or	the	same	number	of	
  days as the prediction for the first die, whichever is shorter.
  mARTIAl TRAInIng
  	
  The	 individual	 has	 more	 than	 the	 typical	 experience	 in	
  combat	situations	through	training,	real	life	experience,	or	more	
  typically	through	previous	military	service.
  	
  Prerequisites:	 Must	 be	 a	 minimum	 of	 4th	 level	 and	 have	
  served	at	least	one	term	in	the	Army,	Navy,	Marines,	or	Scout	
  service	 (see	 Prior	 History),	 or	 have	 a	 Strength	 and	 Dexterity	
  ability	score	of	2	or	higher.	May	not	be	taken	by	Barbarians,	
  Mercenaries,	or	(Active-Duty)	Marines.
  	
  Benefit:	 May	 add	 +	 to	 BAB	 for	 every	 4	 character	 levels	
  attained	(i.e.	at	4th,	8th,	2th,	6th,	and	20th	levels).	
  	
  Special:	This	feat	may	only	be	taken	once.
  mARITImE TACTICS
  	
  The	character	is	skilled	at	using	a	ship’s	systems	in	combat.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Sailor	class.
   
  Benefit: He	may	add	his	INT	or	WIS	bonus	to	initiative	rolls	
  made	by	his	vessel	and	her	crew,	and	all	gunners	aboard	the	ship	
  gain	a	+	to	hit.	This	feat	applies	only	to	“wet”	navy	ships	and	
  submarines.
  mEATBAll SURgERy
  	
  The	 character	 has	 worked	 in	 a	 disaster	 unit	 or	 military	
  hospital,	 and	 is	 highly	 skilled	 at	 keeping	 patients	 alive	 so	 that	
  they	can	receive	proper	medical	attention	further	up	the	line.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class.
   
  Benefit: A	 character	 with	 this	 feat	 gains	 a	 +4	 bonus	 to	
  perform	 emergency	 life-saving	 surgery,	 and	 can	 perform	 any	
  given	 trauma	 operation	 in	 half	 the	 normal	 time.	The	 results	 of	
  meatball	surgery	are	not	pretty,	nor	usually	very	permanent,	but	it	
  saves	lives.
  mEDICAl pApER
  	
  The	 medic	 has	 recently	 published	 a	 paper	 in	 a	 scholarly	
  journal.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class.
   
  Benefit: He	 receives	 a	 bonus	 of	 +	 to	 all	 skill	 rolls	 in	 K/
  Biology	or	other	medicine-related	knowledge	skill.
  mEDICAl SCIEnTIST
  	
  The	medic	is	involved	in	research	or	has	an	interest	in	the	
  wider field of the life sciences. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class.
   
  Benefit: He	 receives	 a	 bonus	 of	 +	 to	 all	 skill	 rolls	 in	 K/
  Biology	or	other	medicine-related	knowledge	skill	for	every	full	4	
  ranks	of	T/Medical	skill	he	possesses.
  mEDICAl SpECIAlIZATIOn
   
  The individual has specialized in a specific field of medicine 
  such	as	cardiology,	neurology,	or	orthopedics.
  	
  Benefit:	Add	+2	to	all	T/Medical	checks	when	diagnosing	or	
  treating injuries/illnesses related to the field specialty.
  	
  Special:	This	feat	may	be	taken	more	than	once,	but	each	
  time a new field of specialization must be selected. It does not 
  stack.
  mEnTAl DISCIplInE
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Academic	class.
  	
  Benefit:	 With	 a	 highly	 trained	 and	 analytical	 mind,	 an	
  Academic	may	add	+2	to	all	Intelligence	ability	checks	that	require	
  some	form	of	mental	agility	or	problem	solving.
  mIDAS TOUCH
  	
  Some	 Belters	 (the	 more	 prosperous	 ones	 at	 least)	 tend	
  to	 develop	 a	 knack	 for	 locating	 potentially	 lucrative	 spots	 for	
  prospecting.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Belter	class.
  	
  Benefit:	If	a	strike	is	made,	the	Belter	may	increase	the	level	
  of	the	discovery	by		level	of	value	as	per	the	Prospecting	rules	if	
  desired.
  mIRAClE WORKER
  	
  The	 individual	 has	 an	 uncanny	 knack	 with	 machinery	 and	
  gadgets.	He	or	she	can	wring	out	just	a	little	more	performance	
  than specifications suggest, maintain a system well beyond its 
  rated	capacity	without	disaster,	etc.
  	
  Prerequisites:	Gearhead	feat.
  	
  Benefit:	When	attempting	a	temporary	repair	the	character	
  must	 make	 an	 appropriate	 skill	 check	 (DC	 22	 –	 System	 RP	
  requirements).	If	successful	the	damaged	system	is	automatically	
  repaired	to	its	original	rating	less	one	factor.	This	feat	can	only	
  be	used	once	per	damaged	system	until	fully	repaired.	Add	+	
  to the skill check roll if there are sufficient vehicle or engineering 
  workshops	available	to	support	the	job.	Add	+2	to	the	skill	check	
  roll	if	the	chief	mechanic/engineer	has	the	Damage	Control	feat.	
  mOBIlITy
  	
  The	individual	has	the	ability	to	dodge,	dance,	and	otherwise	
  
  38
  7
  FEATS
  move	past	opponents	while	avoiding	their	blows.
  	
  Prerequisites:	DEX	3+,	Dodge	feat.	
  	
  Benefit:	 The	 character	 gets	 a	 +4	 dodge	 bonus	 to	 Armor	
  Class	against	attacks	of	opportunity	caused	when	the	character	
  moves	out	of	or	within	a	threatened	area.	Note:	A	condition	that	
  makes	the	character	lose	the	Dexterity	bonus	to	Armor	Class	(if	
  any)	also	makes	the	character	lose	dodge	bonuses.	Also,	dodge	
  bonuses	stack	with	each	other,	unlike	most	types	of	bonuses.	
  mOUnTED ACCURACy
   
  The character is skilled at firing ranged weapons from a 
  moving	platform	such	as	a	vehicle	or	animal.
  	
  Prerequisite:	Ride	or	Drive	skill.	
  	
  Benefit:	 The	 penalty	 the	 character	 suffers	 when	 using	 a	
  ranged	weapon	from	a	moving	platform	is	halved:	-2	instead	of	-4	
  if	the	character’s	platform	is	taking	a	double	move,	and	-4	instead	
  of	-8	if	the	character’s	platform	is	running	or	moving	at	fast	speed	
  or	higher.
  mOUnTED COmBAT
  	
  The	 character	 is	 trained	 in	 handling	 an	 animal	 mount	 in	
  combat.
  	
  Prerequisite:	Ride	skill.	
  	
  Benefit:	Once	per	round	when	the	character’s	mount	is	hit	
  in	combat,	the	character	may	make	a	Ride	check	to	negate	the	
  hit.	The	hit	is	negated	if	the	character’s	Ride	check	is	greater	than	
  the	attack	roll	(essentially,	the	Ride	check	becomes	the	mount’s	
  Armor	Class	if	it’s	higher	than	the	mount’s	regular	AC).
  nARROW ESCApE
  	
  Some	 Merchants	 (particularly	 those	 of	 somewhat	 less	
  than	 sterling	 reputations)	 develop	 a	 knack	 for	 sensing	 trouble	
  and	avoiding	it	before	it	spots	them,	whether	it	be	pirates,	local	
  customs	frigates,	or	a	navy	destroyer.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Merchant	class.
   
  Benefit: When	 an	 encounter	 with	 these	 types	 of	 ships	
  occurs,	the	merchant	may	attempt	to	avoid	the	encounter	before	
  it	happens.	The	Merchant	will	roll	d20	and	add	+	for	every	5	or	
  more	Merchant	class	levels	he	has	attained	against	a	DC	of	7.	If	
  successful,	the	encounter	does	not	occur.
  nATURAl BORn lEADER
   
  The individual has the type of attitude, confidence, and 
  natural	leadership	that	draws	attention	and	inspires	loyalty.
  	
  Benefit:	Add	+2	to	all	Leader	and	Recruiting	checks.
  nATURAl COmpASS
  	
  The	 individual	 has	 an	 innate,	 almost	 unnatural	 ability	 to	
  determine	 his	 or	 her	 location	 nearly	 anywhere	 on	 a	 world	 or	
  planetoid,	beyond	what	is	natural.
  	
  Benefit: Add	 +2	 to	 all	 Intuit	 Direction	 and	 Navigation	
  checks.
  nATURAl mEDICInE
  	
  While	not	technologically	advanced,	Barbarians	do	tend	to	
  have	a	fair	amount	of	herbal	lore	and	natural	remedies	available	
  to	them	when	they	must	deal	with	injuries	and	ailments.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Barbarian	class.
  	
  Benefit:	This	feat	is	similar	to	the	First	Aid	feat	available	to	
  anyone,	allowing	a	barbarian	to	function	as	if	he	had	a	T/Medical	
  skill	rank	of	0.	In	addition,	it	also	allows	a	barbarian	to	use	this	
  skill	in	a	wilderness	environment	as	if	he	had	a	proper	basic	TL5-
  7 field medical kit at all times. This feat requires a K/Herbal Lore 
  skill	rank	of	5	or	greater.
  nATURAl pSIOnIC SHIElD
  	
  The	 character	 has	 a	 natural	 partial	 immunity	 to	 psionics.	
  Psi	 Strength	 is	 calculated	 as	 if	 the	 character	 were	 Psionically	
  trained at the age where the shield first manifested itself; i.e. it 
  is	determined	by	the	character’s	age	at	which	the	feat	is	taken.	
  A	character	with	this	feat	can	never	become	a	true	psionicist	and	
  cannot	voluntarily	“open	up”	to	psionics.
   
  This feat is normally taken at first level, representing a latent 
  ability	that	becomes	apparent	as	the	character	reaches	maturity.	
  The	Referee	may	allow	an	older	character	to	develop	a	shield	as	
  his	discretion.	Perhaps	a	latent	shield	was	activated	by	a	psionic	
  contact	 or	 by	 other	 changes	 in	 the	 character’s	life	 and	 mental	
  state.
  	
  Benefit: The	character’s	mind	is	considered	to	be	shielded	
  against	psionics	for	all	purposes.
  	
  Normal: A	character	without	this	feat	is	normally	vulnerable	
  to	Psionics.
  nATURAl TAlEnT
  The	 character	 is	 a	 raw	 psionicist,	 capable	 of	 minor	 feats	 of	
  psionics	without	the	normal	training	required.	
  	
  Benefit:	The	character	rolls	d20	and	consults	the	Natural	
  Affinity table below to determine which psionic Sphere of Influence 
  he	will	be	capable	of	manipulating.
  	
  The	character	has	no	formal	training,	but	is	such	a	strong	
  natural	talent	that	he	may	always	act	as	if	his	skill	rank	in	his	
  natural	 sphere	 were	 2	 points	 higher	 than	 normal	 when	 using	
  talents from his natural sphere of influence. Until formally tested 
  the character may act as if he had a Psi rating of 2. If finally tested, 
  the character may add +2 to the final exam result. If a Human	
  character	takes	this	as	their	free	racial	bonus	feat,	he	may	ignore	
  the	age	penalty	when	being	examined	at	the	Institute
  	
  Note	that	the	features	of	this	feat	make	it	possible	for	the	
  character	to	later	take	any	talent	feat	within	his	sphere	that	has	a	
  rank	requirement	of	2	or	less.
  	
  See	Psionics	for	more	information.
  TABlE: natural Affinity
  d20
  Sphere
  -0
  Telepathy
  -4
  Clairvoyance
  5-7
  Telekinesis
  8-9
  Awareness
  20
  Teleportation
  nAVAl ARCHITECT
  	
  The	 individual	 has	 been	 trained	 in	 the	 techniques	 and	
  methods	 of	 spaceship	 and	 starship	 design,	 and	 producing	 the	
  blueprints	and	plans	necessary	for	their	construction.
  	
  Prerequisites:	T/Engineering
  	
  Benefit:	 May	 design	 starships	 and	 small	 craft	 for	
  construction.
  	
  Special:	This	feat	may	be	selected	up	to	four	times	with	the	
  following	additional	capabilities	with	each	selection:
  	
  )	The	character	is	capable	of	designing	small	starships	and	
  small	craft	(up	to	400	tons).	Takes	6	weeks
  	
  2)	 The	 character	 is	 capable	 of	 designing	 medium	 sized	
  starships	(up	to	,000	tons).	Takes	0-2	weeks.
  	
  3)	The	character	is	capable	of	designing	large	starships	(up	
  to	0,000	tons).	Takes	6-8	weeks.
  	
  4)	The	character	is	capable	of	designing	any	type	of	starship	
  
  39
  7
  FEATS
  regardless	of	tonnage,	at	normal	pace.
  nEgOTIATOR
  	
  The	Scout	is	a	born	negotiator
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Scout	class.
   
  Benefit: 	Add	+2	to	all	Liaison	and	Administration	checks.
  nERVES OF STEEl
  	
  The	character	is	cool	as	ice	when	dealing	with	demolition	
  charges	 and	 attempting	 to	 disarm	 or	 disable	 explosives	 and	
  similar	devices.
  	
  Benefit:	 Add	 +2	 to	 all	 Demolitions,	 T/Mechanical,	 or	 T/
  Electronic	 skill	 checks	 when	 attempting	 to	 disable	 a	 device	 or	
  demolitions.
  nOBlE InDIgnAnCE
  	
  Many	Nobles	are	quite	adept	at	using	their	titles	to	browbeat	
  and	 intimidate	 those	 of	 lesser	 social	 status	 into	 temporary	
  compliance.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Noble	class.
   
  Benefit: With	this	feat	a	Noble	may	use	their	Social	Standing	
  in	place	of	their	Charisma	as	the	key	ability	for	the	following	skills:	
  Bluff,	Bribery,	and	Intimidate.
  nOBlE pRESEnCE
   
  The art of using presence and voice to inspire confidence 
  and	leadership.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Noble	class.
   
  Benefit: With	this	feat	a	noble	may	use	their	Social	Standing	
  in	place	of	their	Charisma	as	the	key	ability	for	the	Leader	and	
  Liaison	skills.
  OBSCURE KnOWlEDgE
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Scout	or	Traveller	class.
   
  Benefit: A	character	may	make	a	special	obscure	knowledge	
  check with a bonus equal to his level + his Intelligence modifier 
  to	 see	 whether	 he	 knows	 some	 relevant	 information	 about	
  local	 world,	 unusual	 technology,	 alien	 race,	 or	 similar	 type	 of	
  information. This check will not reveal any specific information, 
  but may give a clue as to where to find more data on the subject, 
  or	other	lead.	The	traveller	may	not	Take0	or	Take20	on	this	
  check;	this	sort	of	knowledge	is	essentially	random.	The	Referee	
  will determine the Difficulty Class of the check by referring to the 
  table	below.	
  DC
  Type of Knowledge
  0
  Common,	 known	 by	 at	 least	 a	 substantial	 minority	 of	
  people.
  20
  Uncommon	but	available,	known	by	only	a	few	people.
  25
  Obscure,	known	by	very	few,	hard	to	come	by.
  30
  Extremely	 obscure,	 known	 by	 an	 elite	 few,	 possibly	
  forgotten	by	most	who	once	knew	it,	possibly	known	only	
  by those who don’t understand the significance of the 
  knowledge.
  OFFICIAl pROTEST
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: A	serving	diplomat	may,	once	per	month,	make	an	
  official protest about any law, decision, or negotiation outcome on 
  behalf	of	his	government	or	patron.	If	he	is	able	to	make	a	DC5	
  Liaison	check,	the	decision	will	be	reconsidered	(this	may	just	
  cause	delay;	there	is	a	possibility	the	outcome	will	be	the	same	
  the	second	time	around).
  OlD SWEAT
  	
  The	character	is	familiar	with	how	things	work	in	prisons	and	
  other	 penal	 institutions,	 and	 knows	 how	 to	 avoid	 unfavorable	
  attention.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Convict	class.
  	
  Benefit:	The	character	gains	a	+2	bonus	on	all	checks	to	
  hide,	fast	talk	or	otherwise	avoid	unfavorable	attention	including	
  extra	 work,	 blame	 for	 an	 incident	 or	 a	 beating.	 This	 bonus	
  normally	applies	in	a	prison	environment,	but	can	at	the	referee’s	
  discretion	apply	in	similar	circumstances	–	a	starship	crew	or	a	
  military	unit,	for	example.
  OnE-pUnCH KIll
  	
  This	feat	very	rarely	allows	a	martial	artist	to	kill	someone	
  outright; it is a figure of speech for an attack that may put an 
  opponent out of the fight before he knows what is happening. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Martial	Artist	class.
   
  Benefit: If	 the	 martial	 artist	 can	 get	 a	 perfect,	 unopposed	
  strike in on his target (i.e. the target is flat-footed or unaware of 
  the	 attack)	 then	 the	 victim	 must	 make	 a	 Fortitude	 save	 at	 DC	
  10 plus however many points of damage were inflicted on him. 
  Failure	means	that	the	target	is	instantly	knocked	out,	winded	or	
  stunned	for	d4	rounds.	On	a	successful	save,	the	target	remains	
  conscious	but	takes	double	normal	Stamina	damage.	This	feat	
  applies	only	to	natural	weapons	and	enhancements	to	them	such	
  as	brass	knuckles.	
  OppORTUnIST
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Mercenary	class.
   
  Benefit: Once	per	round,	the	Mercenary	can	make	a	melee	
  attack	 of	 opportunity	 against	 an	 opponent	 that	 has	 just	 been	
  hit	 for	 at	 least	 	 point	 of	 lifeblood	 damage.	This	 attack	 counts	
  as	the	Mercenary’s	attack	of	opportunity	for	this	round.	Even	a	
  Mercenary with the Combat Reflexes feat may not make more 
  than	one	Opportunist	attack	per	round.	Note	that	this	feat	can	
  only	be	used	in	melee	combat.
  OUTDOOR SURVIVAl
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Barbarian	class.
  	
  Benefit:	A	Barbarian	may	add	+2	to	all	Survival	skill	checks	
  on	Thin,	Standard,	or	Dense	atmosphere	worlds.	In	addition	they	
  may	treat	the	following	skills	as	Untrained	skills:	Animal	Empathy,	
  Handle	Animal,	Intuit	Direction,	and	Tumble.
  OVERRIDE SHIp SECURITy
  	
  The	individual	has	been	trained	in	how	to	override	and	defeat	
  the	anti-hijacking	and	boarding	security	systems	on	most	types	of	
  starships.	
  	
  Prerequisite:	Hacker.
  	
  Benefit:	Add	+2	to	any	T/Computer	checks	when	attempting	
  to	override	an	anti-hijacking	program.
  pATROnAgE
  	
  Some	Noble	families	are	known	for	their	patronage	of	the	arts	
  or	sciences,	and	tend	to	impart	such	an	interest	in	their	offspring	
  
  40
  7
  FEATS
  and	focus	much	of	their	schooling	in	these	directions.		
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Noble	class.
   
  Benefit: This	class	feature	may	only	be	selected	once,	and	
  the	noble	must	choose	between	the	following	two	options:
  	
  A	Patron	of	the	Arts	is	raised	with	an	appreciation	and	eye	
  for the fine arts, and may attempt to use any Entertain or Craft 
  skill	that	they	have	no	skill	ranks	in,	as	if	they	had	a	skill	rank	of	
  	instead.	This	does	not	mean	the	noble	actually	has	a	rank	of	
  1 in the skill; the first two skill ranks will still have to be bought 
  if	the	noble	wishes	to	actually	learn	and	develop	such	a	skill.	In	
  addition,	they	may	apply	a	+4	rather	than	a	+2	synergy	bonus	
  when	using	an	art,	craft,	or	entertainment	related	Knowledge	skill	
  or	a	Technical	skill	to	aid	another	skill	check.
  	
  A	Patron	of	the	Sciences	is	broadly	schooled	in	the	various	
  fields of science and technology, and may treat any Technical 
  skill,	as	if	it	were	an	Untrained	skill.	In	addition,	they	may	apply	a	
  +4	rather	than	a	+2	synergy	bonus	when	using	a	science	related	
  Knowledge	skill	or	a	Technical	skill	to	aid	another	skill	check.
  pOInT BlAnK SHOT
  	
  The	character	knows	how	to	make	proper	use	of	a	ranged	
  weapon	while	in	close	combat.
  	
  Benefit:	The	character	gets	a	+	bonus	to	attack	and	damage	
  rolls	with	ranged	weapons	at	ranges	of	up	to	0	meters.	
  pOlICE SnIpER
  	
  This	feat	can	only	be	taken	by	a	law	enforcer	who	has	already	
  taken	the	SWAT	I	feat.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Law	Enforcer	class.
   
  Benefit: It	 functions	 as	 the	 Sniper	 feat	 in	 most	 ways.	
  However,	the	target	may	be	aware	of	the	sniper;	so	long	as	he	
  is not actually under fire, the sniper may still attempt to drop the 
  target with a single shot. The sniper’s weapon need not be a rifle. 
  A	handgun	could	be	used	from	fairly	close	range,	for	example	to	
  make	a	headshot	in	a	hostage	situation.
  pOWER SySTEmS EngInEER
  	
  The	Engineer	is	skilled	at	working	with	power	systems,	from	
  steam	engines	to	fusion	reactors.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: He	 gains	 a	 +4	 to	 all	 Technical	 skills	 concerning	
  power	systems.	In	addition,	a	powerplant	under	his	constant	care	
  will	 deliver	 5%	 more	 energy	 points	 than	 normal	 without	 any	 ill	
  effects.	
  pRECISE SHOT
  	
  The	character	is	able	to	more	accurately	hit	a	target	involved	
  in	a	melee	or	surrounded	by	a	crowd	of	people.
  	
  Prerequisite:	Point	Blank	Shot.	
   
  Benefit:	The	character	can	shoot	or	throw	ranged	weapons	
  at	an	opponent	engaged	in	melee	without	suffering	the	standard	
  -4	penalty.	
  pRESEnCE
  	
  The	 Enforcer	 has	 developed	 an	 air	 of	 command	 and	
  authority.
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Law	Enforcer	class.	Must	be	at	least	a	2nd	level	Law	
  Enforcer.
   
  Benefit: This	 feat	 gives	 a	 +3	 bonus	 to	 all	 attempts	 to	
  Intimidate	or	Bluff	a	suspect	into	surrender,	submission	or	retreat,	
  or	to	use	Leader	skill	to	get	members	of	the	public	to	co-operate	
  with	anything	that	looks	like	“legitimate	police	business.”
  pRImARy mIlITARy OCCUpATIOnAl SpECIAlTy (pmOS)
   
  The character was highly trained in one specific skill while he 
  or	she	was	in	the	military.
  	
  Prerequisites: Skill rank 5+, Skill Focus Feat in the specified 
  skill
  	
  Benefit:	 Select	 one	 skill	 as	 PMOS.	 Whenever	 using	 this	
  skill,	the	character	may	always	elect	to	Take0,	even	in	situations	
  where	they	normally	could	not.
  	
  Special:	May	only	be	selected	once.
  pRISOn REp
  	
  The	character	has	a	reputation	among	convicts	as	someone	
  who should not be trifled with. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Convict	class.
  	
  Benefit:	He	gains	a	+2	bonus	to	intimidate,	face	down,	or	
  otherwise	persuade	potential	aggressors	to	leave	him	alone	or	do	
  as	he	wishes.	This	may	also	apply	to	guards.
  pRISOn WEASEl
  	
  The character is adept at using the official and unofficial 
  systems	in	a	prison	environment	to	get	what	he	wants.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Convict	class.
  	
  Benefit:	He	gains	a	+2	bonus	to	all	skill	checks	when	trying	
  to	obtain	contraband,	sneak	a	message	out,	arrange	a	meeting,	
  get	someone	beaten	up	or	similar	activities	that	make	use	of	the	
  dynamics	of	prison	society.	
  pROFESSIOnAl SKIll FOCUS
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Professional	class.	Must	be	taken	before	reaching	4th	
  level	in	the	Professional	class.
   
  Benefit: Beginning	at	4th	level,	and	every	4	levels	after	that,	
  the	Professional	gains	an	extra	Skill	Focus	feat.	The	skill	selected	
  to	 focus	 upon	 must	 be	 the	 same	 as	 the	 type	 of	 skill	 selected	
  as	 the	 character’s	 Professional	 Specialty	 class	 feature.	 If	 the	
  Professional	Specialty	skill	is	an	Entertain	type,	this	class	feature	
  may	only	be	applied	to	Entertain	skills.	If	it	is	a	Profession	skill,	
  this	class	feature	applies	only	to	Profession	skills,	and	if	it	is	a	
  Technical	skill,	this	class	feature	only	applies	to	Technical	skills.	
  The	Professional	may	not	select	the	same	skill	twice.
  pROFESSIOnAl SpECIAlTy
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Professional	class.
   
  Benefit: A Professional may select a specific Entertain, 
  Profession,	 or	 Technical	 skill	 that	 represents	 a	 facet	 of	 their	
  profession	or	how	they	are	most	likely	to	make	their	living.	This	
  class	feature	may	only	be	selected	once.
  	
  Profession or Technical Skills:	 When	 using	 this	 skill,	 the	
  Professional	 may	 always	 elect	 to	 Take0,	 even	 in	 situations	
  where	they	normally	could	not.
  	
  Entertain Skills:	A	Professional	with	3	or	more	ranks	in	an	
  Entertain	skill	can	cause	a	single	creature	to	become	fascinated	
  with	 him.	 The	 creature	 to	 be	 enthralled	 must	 be	 able	 to	 see	
  and	hear	the	performance	and	must	be	within	30	meters.	The	
  Professional	must	also	be	able	to	see	the	creature.	The	creature	
  must	be	able	to	pay	attention	to	the	performance.	The	distraction	
  of	a	nearby	combat	or	other	dangers	prevents	the	ability	from	
  working.	 The	 professional	 makes	 an	 Entertain	 check,	 and	 the	
  target	can	negate	the	effect	with	a	Will	saving	throw	equal	to	or	
  greater	than	the	Professional’s	check	result.	If	the	saving	throw	
  
  4
  7
  FEATS
  succeeds,	the	character	cannot	attempt	to	enthrall	that	creature	
  again	 for	 24	 hours.	 If	 the	 saving	 throw	 fails,	 the	 creature	 sits	
  quietly	and	watches	and	listens	to	the	Performance	for	up	to		
  round	per	level	of	the	professional.	While	fascinated,	the	target’s	
  Spot	and	Listen	checks	suffer	a	–4	penalty.	Any	potential	threat	
  (such	as	an	ally	of	the	Professional	moving	behind	the	fascinated	
  creature)	allows	the	enthralled	creature	a	second	saving	throw	
  against	a	new	Entertain	check	result.	Any	obvious	threat,	such	as	
  drawing	or	aiming	a	weapon,	automatically	breaks	the	effect.	
  	
  While	 performing,	 the	 professional	 must	 concentrate	 and	
  may	take	no	other	actions.	This	may	be	attempted	once	per	day	
  per	level	of	the	professional.
  pSEUDO-EIDETIC mEmORy
  	
  Advanced	 training	 and	 practice	 allows	 an	 academic	 to	
  develop	a	system	of	what	can	occasionally	seem	like	near-total	
  recall.
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Academic	class.
  	
  Benefit:	Add	+2	to	all	Knowledge	and	Education	checks	when	
  attempting	to	recall	information	that	has	previously	been	studied,	
  learned,	or	otherwise	become	aware	of	by	the	character.
  pSI TRAInIng
  	
  The	 character	 has	 located	 a	 Psionics	 Institute	 and	 been	
  offered	free	testing	and	training.	
  	
  Benefit:	See	Psionics	Institute	for	more	information.
  	
  Special:	If	a	character	takes	this	as	their	free	st	(character)	
  level	feat,	they	may	ignore	the	age	penalty	when	being	examined	
  at	the	Institute.
  QUICK DRAW
  	
  Few	can	draw	and	bring	to	bear	a	weapon	faster.
  	
  Prerequisite:	Base	attack	bonus	+	or	higher.	
   
  Benefit:	The	character	can	draw	a	weapon	as	a	free	action	
  instead	of	as	a	move-equivalent	action.	
  RApID SHOT
  	
  The	character	is	very	quick	on	the	trigger.
  	
  Prerequisites:	Point	Blank	Shot,	DEX	3+.	
  	
  Benefit:	The	character	can	make	one	extra	attack	per	round	
  with	a	ranged	weapon.	The	attack	is	at	the	character’s	highest	
  base	attack	bonus,	but	each	attack	(the	extra	one	and	the	normal	
  ones)	suffers	a	-2	penalty.	The	character	must	use	the	full	attack	
  action	to	use	this	feat.	
  RElATED FIElD OF STUDy
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Academic	class.
  	
  Benefit:	 The	 Academic	 may	 select	 any	 one	 non-class	
  Intelligence	or	Education	based	skill	and	make	it	a	permanent	
  class	skill.	Related	Field	of	Study	may	only	be	taken	once	per	
  individual	skill.
  REpUTATIOn
  	
  The	character	has	a	reputation	as	a	sportsperson	(good	or	
  bad).	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit: He or she gains a modifier of plus or minus 2 to 
  reaction	 checks	 when	 dealing	 with	 fans	 of	 the	 sport.	 This	 will	
  normally	 be	 positive	 if	 the	 character	 is	 perceived	 as	 a	 “clean”	
  competitor	and	negative	if	they	are	perceived	as	a	cheating	thug.	
  However,	certain	elements	of	society	may	be	impressed	with	the	
  character’s	maverick	disregard	for	rules	and	willingness	to	hurt	
  opponents.	In	addition,	and	only	at	the	Referee’s	discretion,	this	
  modifier may be applied to checks to see if a referee or governing 
  body	penalizes	the	character.	An	athlete	with	a	good	reputation	
  may	be	able	to	get	away	with	slight	infringements,	which	after	all	
  surely	must	have	been	just	mistakes…This	might	even	apply	in	a	
  wider	context	–	a	character	famous	for	rough	play	in	the	nullball	
  tank may find law enforcers unsympathetic when he is accused 
  of	assault	in	a	bar…
  RESEARCH
  	
  The	 character	 is	 skilled	 at	 sifting	 and	 analyzing	 data	 and	
  information	 from	 various	 sources	 for	 the	 clues	 and	 evidence	
  needed	to	close	a	case.	Allows	the	synergistic	use	of	Knowledge	
  and	 other	 information-related	 skills	 together	 with	 Gather	
  Information	skill.	
  	
  Benefit:	 Add	 +2	 to	 all	 Gather	 Information	 checks	 when	
  conducting	research.
  	
  Circumstances
  Gather Information Roll 
  Adjustment
  Multiple	Sources
  -	per	Knowledge	or	
  other	skill	used,	if	more	
  than	one	is	involved.
  Per	Research	bonus
  +
  Per	successful	Source	Skill	check
  +5
  	
  Special:	This	skill	may	be	taken	more	than	once,	but	each	
  time	it	is	selected	a	new	area	of	research	specialization	must	be	
  specified. For example a character might take Research/Ancients, 
  Research/Ziru	Sirka,	or	Research/Anthropology.	
  RIDE-By ATTACK
  	
  The	 character	 is	 trained	 in	 fast	 (animal)	 mounted	
  skirmishing.
  	
  Prerequisites:	Ride	skill,	Mounted	Combat.	
  	
  Benefit:	When	the	character	is	mounted	and	uses	the	charge	
  action,	the	character	may	move	and	attack	as	with	a	standard	
  charge	and	then	move	again	(continuing	the	straight	line	of	the	
  charge).	 The	 character’s	 total	 movement	 for	 the	 round	 can’t	
  exceed	 double	 the	 character’s	 mounted	 speed.	 The	 character	
  does	not	provoke	an	attack	of	opportunity	from	their	opponent.
  RISIng STAR
  	
  The	 diplomat	 is	 well	 thought	 of	 back	 home,	 and	 attracts	
  sycophants	and	other	hangers-on.	Members	of	his	own	culture	
  (or	people	wanting	something	from	his	government)	will	react	well	
  to	him.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: This	 equates	 to	 a	 +2	 on	 reaction	 checks	 and	 a	
  general	unwillingness	to	act	against	or	upset	the	character.
  RUn
  	
  The	character	is	faster	than	normal	when	running.
  	
  Benefit: When running, the character moves five times 
  normal	speed	instead	of	four	times	normal	speed.	If	the	character	
  makes	a	running	jump,	increase	the	distance	or	height	cleared	by	
  one-fourth,	but	not	past	the	maximum.
  SAlVAgER
  	
  The	character	is	skilled	at	salvaging	something	useful	from	
  the	 wreckage	 of	 a	 failed	 project,	 and	 can	 sometimes	 kludge	
  together	a	working	version	of	a	broken	tool	or	instrument	from	
  what	anyone	else	would	call	scrap.	
  
  42
  7
  FEATS
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: Faced	with	any	totally	smashed	system	or	piece	of	
  equipment,	the	Engineer	can	attempt	to	rebuild	it	with	whatever	
  is	 to	 hand.	A	 simple	 item	 (a	 hand	 tool,	 iris	 valve	 etc)	 requires	
  an	 appropriate	 Technical	 skill	 check	 at	 DC0.	 More	 complex	
  items (hand computers, PRIS goggles, firearms etc) are DC15. 
  A	really	complex	job	might	be	DC25	or	above.	When	the	work	is	
  complete,	the	referee	should	secretly	roll	d6.	On	a	,	the	device	
  fails	as	soon	as	it	is	used,	and	is	now	irreparable.	On	2-5	it	will	
  stand	this	many	uses,	and	operates	at	about	50%	effectiveness.	
  After	the	number	of	uses	is	up,	the	device	comes	apart	again	and	
  cobbling	it	back	together	is	at	a	DC	5	higher	than	last	time.	On	a	
  6,	the	device	functions	at	about	50%	effectiveness,	more	or	less	
  indefinitely. 
  SAVAgE FIgHTIng
   
  The character has little finesse in combat and relies mainly 
  on	aggression	and	brute	force.	
  	
  Benefit: The	character	may	use	Strength	instead	of	Dexterity	
  as a modifier to combat skill checks. This applies only to melee 
  attacks. Ranged attacks always use dexterity modifiers. 
  	
  Normal: Most characters use their DEX modifier for melee 
  combat.
  SCROUngER
  	
  The	Engineer	is	a	champion	scrounger	and	can	obtain	tools,	
  spare	parts,	and	other	necessary	equipment	by	unconventional	
  means.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: Any	time	the	character	needs	an	item	that	is	not	
  available	through	the	normal	channel	but	is	feasibly	obtainable	
  (it	is	not	possible	to	scrounge	fusion	gun	spares	on	a	TL0	world,	
  for	example),	the	character	may	make	an	appropriate	skill	check	
  to find the item or a suitable replacement. Depending upon 
  circumstances	skill	checks	to	scrounge	may	be	P/Admin,	Search,	
  Bribery,	or	various	other	skills,	and	the	character	receives	a	+4	
  bonus	 to	 whatever	 skill	 is	 necessary.	 Base	 DC	 is	 0	 for	 fairly	
  common	items	and	may	be	much	higher	at	the	referee’s	discretion	
  for	 rare	 equipment.	 It	 is	 sometimes	 best	 not	 to	 ask	 where	 the	
  items	came	from.	The	bonus	also	applies	when	trying	to	scrounge	
  spares	from	shipboard	systems	to	get	a	vital	component	working	
  again.	Base	DC	in	this	case	is	5.
  SEA DOg
  	
  The	character	is	used	to	life	aboard	a	naval	vessel.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Sailor	class.
   
  Benefit: He never gets seasick, and when fighting aboard a 
  vessel that is being significantly rolled around by waves, etc, the 
  character	gains	a	+2	bonus	to	his	AC	and	a	+2	bonus	to	hit	others	
  due	to	his	ability	to	predict	what	the	pitching	deck	will	do	next.
  SECOnD WInD
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Marine	class.
   
  Benefit: Once	per	day	the	character	may	make	a	Will	saving	
  throw	in	place	of	a	failed	Fortitude	saving	throw.	If	the	Will	save	is	
  successful,	the	character	is	considered	to	have	made	the	original	
  Fortitude	 saving	 throw	 anyway.	 This	 class	 feat	 may	 be	 taken	
  more	than	once,	with	each	subsequent	selection	adding	+	to	the	
  number	of	times	per	day	this	feat	may	be	used.
  SECTOR ClASS
  	
  The	character	has	a	sector-class	talent	in	one	area	as	per	
  Talented	feat.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Entertainer	class	and	must	possess	the	Talent	feat.
   
  Benefit: The	 character	 gains	 a	 +2	 bonus	 on	 all	 Entertain	
  checks	 made	 with	 this	 skill.	 This	 feat	 can	 only	 be	 taken	 by	
  someone who has the Talented feat in the same field. It stacks 
  with	Talented,	for	a	total	of	+6.
  SElF-RElIAnCE
  	
  When	you	tend	to	work	out	in	the	middle	of	nowhere,	hours	or	
  days	from	contact	with	other	people,	and	something	goes	wrong	
  a	certain	amount	of	self-reliance	develops.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Belter	class.
  	
  Benefit:	This	feat	allows	a	Belter	to	treat	any	Technical	skill	
  as	an	Untrained	skill.
  SHIElD pROFICIEnCy
  	
  The	character	is	trained	in	the	proper	use	of	a	shield	in	melee	
  combat.
  	
  Benefit:	The	character	can	use	a	shield	and	suffer	only	the	
  standard	penalties.	
  	
  Normal:	A	character	using	a	shield	with	which	he	or	she	is	
  not proficient suffers the shield’s armor check penalty on attack 
  rolls	and	on	all	skill	rolls	that	involve	moving,	including	Ride.
  SHIpHAnDlIng
  	
  The	sailor	is	skilled	at	getting	the	best	from	her	vessel	or	her	
  segment	of	the	crew.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Sailor	class.
   
  Benefit: Skill	 checks	 made	 by	 personnel	 under	 her	 direct	
  command	(for	the	captain,	this	means	the	entire	crew)	are	subject	
  to	a	+	bonus.
  SHIp TACTICS
  	
  The	 individual	 has	 had	 advanced	 training	 in	 operating,	
  fighting, and surviving with an individual ship in combat.
  	
  Prerequisites:	Vessel/Starships	or	Vessel/Ship’s	Boat	feat
   
  Benefit:	Add	WIS	or	INT	bonus	(whichever	is	higher,	treat	
  any	penalties	as	+0)	to	all	ship	or	small	craft	attack	and	defense	
  rolls.
  SHOOT ATTACK
  	
  The	 martial	 artist	 is	 adept	 at	 “shooting	 in”	 for	 a	 grappling	
  attack.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Martial	Artist	class.
   
  Benefit: He	may	make	a	grapple	attack	without	incurring	an	
  attack	of	opportunity,	and	gains	+2	to	his	attack	roll	for	the	round	
  in	which	he	shoots.	After	that,	unless	the	martial	artist	breaks	off	
  and	comes	in	again	the	grapple	attack	is	normal.
  SHOT On THE RUn
  	
  The	character	is	familiar	and	skilled	at	using	missile	weapons	
  while	moving.
  	
  Prerequisites:	Point	Blank	Shot,	DEX	3+,	Dodge,	Mobility.	
  	
  Benefit:	When	using	the	attack	action	with	a	ranged	weapon,	
  the	character	can	move	both	before	and	after	the	attack,	provided	
  that	the	character’s	total	distance	moved	is	not	greater	than	the	
  character’s	speed.
  
  43
  7
  FEATS
  SHOWSTOppER
   
  The character has perfected a show-stopping finale, 
  sequence,	 or	 trick	 that	 will	 gain	 everyone’s	 attention	 for	 a	 few	
  seconds.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Entertainer	class.
   
  Benefit: When	 the	 character	 performs	 her	 Showstopper,	
  everyone	who	can	see/hear	must	stop	and	watch.	This	provides	
  an	excellent	distraction	for	comrades.	Anyone	wishing	to	ignore	
  the	 Showstopper	 must	 make	 a	 Will	 save	 vs.	 (DC	 5	 plus	 the	
  Entertainer’s	level).	Allies	of	the	Entertainer,	who	are	familiar	with	
  the	Showstopper,	are	less	likely	to	be	distracted	and	must	make	a	
  (DC	5	plus	Entertainer’s	level)	Will	save	instead.	It	is	not	possible	
  to	perform	a	Showstopper	during	combat	(or	rather,	there	is	little	
  point; gunfire is more interesting than even a unicycle-riding 
  juggler).
  SIxTH SEnSE
  	
  The	individual	has	an	uncanny	knack	for	noticing	what	most	
  would	overlook.
  	
  Benefit:	Add	+2	to	all	Search	checks.
  SKIll FOCUS
   
  The character has a natural talent. She may select a specific 
  skill	 such	 as	 T/Electronics,	 with	 which	 she	 has	 a	 higher	 than	
  average	capability.
  	
  Benefit:	The	character	gets	a	+2	bonus	on	all	skill	checks	
  with	the	selected	skill.	
  	
  Special:	The	character	can	gain	this	feat	multiple	times.	Its	
  effects	do	not	stack.	Each	time	the	character	takes	the	feat,	it	
  applies	to	a	new	skill.
  SmUgglIng
  	
  The	Rogue	has	learned	numerous	tricks	and	techniques	for	
  hiding	contraband	and	other	illegal	goods	from	law	enforcement	
  officials and customs officials. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Rogue	class.
   
  Benefit: Add	 +2	 to	 all	 Hide	 checks	 when	 attempting	 to	
  smuggle anything past such officials.
  SnEAK ATTACK
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Mercenary	class.
   
  Benefit: If	 a	 Mercenary	 can	 catch	 an	 opponent	 unaware	
  or	unable	to	defend	himself	(i.e.	without	their	normal	Dexterity	
  bonus to AC; attacking from behind, a flank attack, etc.), she may 
  strike	for	extra	damage	by	targeting	a	vital	spot.	If	the	attack	is	
  successful, the mercenary will inflict one extra die of damage. If 
  a	critical	hit	occurs,	this	extra	damage	is	not	multiplied.	Ranged	
  attacks	can	only	be	a	sneak	attack	if	the	target	is	within	9	meters.	
  This	 class	 feature	 may	 be	 selected	 more	 than	 once.	 Each	
  subsequent	selection	will	add		extra	die	of	damage	
  SnIpER
  	
  The	character	is	trained	in	taking	down	an	opponent	at	range	
  with	a	single	shot
  	
  Benefit:	As	a	full	round	action	the	shooter	may	attempt	to	
  hit	the	target	in	a	critical	area.	This	shot	is	at	a	–4	penalty	to	hit,	
  though	this	penalty	can	be	reduced	by		(to	a	minimum	of	a	–	
  penalty	to	hit)	for	each	additional	round	spent	targeting.	If	the	shot	
  hits,	it	is	treated	as	a	critical	hit.	The	target	must	be	unaware	of	
  the	presence	of	the	sniper	to	take	advantage	of	this	feat.
  SpIRITED CHARgE
  	
  The	character	is	exceptionally	skilled	at	using	a	animal	mount	
  to	 deliver	 a	 more	 powerful	 than	 normal	 melee	 attack	 during	 a	
  charge.
  	
  Prerequisites:	Ride	skill,	Mounted	Combat,	Ride-By	Attack.	
  	
  Benefit:	 When	 mounted	 and	 using	 the	 charge	 action,	 the	
  character	deals	double	damage	with	a	melee	weapon	(or	triple	
  damage	with	a	spear).	
  SpORT (Any)
   
  This feat is similar to a weapon or armor proficiency. The 
  character	 may	 choose	 any	 sport	 (e.g.	 baseball,	 ice	 climbing,	
  tobogganing).	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit:	He	or	she	is	assumed	to	have	a	competitor’s	license	
  and	credentials,	and	to	know	the	competition	rules	for	that	sport.	
  The	character	gains	a	+3	to	all	skill	rolls	connected	to	that	sport.	
  A	character	competing	without	the	Sport	feat	suffers	no	penalty.
  SpOT TROUBlE
  	
  Most	Rogues	would	prefer	to	spot	trouble	before	it	reaches	
  them,	and	to	this	end	tend	to	develop	a	knack	of	doing	so.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Rogue	class.
   
  Benefit: This	allows	a	rogue	to	make	a	Spot	check	to	detect	
  an	 ambush,	 approaching	 authorities,	 etc.,	 even	 when	 they	
  normally	would	be	unable	to	do	so.	In	the	case	of	an	ambush,	
  the	rogue	must	make	an	opposed	Spot/Hide	skill	check	against	
  the	ambushing	party.	If	successful,	the	Rogue	spots	the	ambush	
  before	it	can	be	sprung.	If	the	result	is	0	or	more	higher	than	the	
  opposing	roll,	the	Rogue	spots	the	ambush	before	the	ambusher	
  spots	the	Rogue	and	her	party.
  	
  For	most	other	situations,	have	the	Rogue	make	a	Spot	check	
  (DC20)	to	notice	the	oncoming	trouble	before	it	reaches	her.	If	
  the	result	is	30	or	higher,	the	Rogue	can	avoid	the	encounter	if	
  desired.
  SpOTlIgHT KID
  	
  The	character	loves	the	showbiz	life,	and	has	no	fear	of	going	
  onstage	–	quite	the	opposite,	she	loves	it!	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Entertainer	class.
   
  Benefit: The	character	may	always	Take0	on	an	Entertain	
  roll	and	gains	a	+2	bonus	on	Entertain	skill	checks	when	in	a	
  formal	“onstage”	environment.
  SpRIng ATTACK
  	
  The	character	knows	how	to	apply	“hit	and	run”	tactics	while	
  in	melee	combat.
  	
  Prerequisites:	DEX	3+,	Dodge,	Mobility,	base	attack	bonus	
  +4	or	higher.	
  	
  Benefit:	When	using	the	attack	action	with	a	melee	weapon,	
  the	character	can	move	both	before	and	after	the	attack,	provided	
  that	their	total	distance	moved	is	not	greater	than	their	speed.	
  Moving	 in	 this	 way	 does	 not	 provoke	 an	 attack	 of	 opportunity	
  from	the	defender.	This	feat	cannot	be	used	while	wearing	heavy	
  armor.	
  STEAlTHy
  	
  The	 character	 is	 particularly	 good	 at	 blending	 into	 the	
  background,	and	generally	remaining	unnoticed.
  	
  Benefit:	Add	+2	to	all	Hide	and	Move	Silently	checks.
  
  44
  7
  FEATS
  STEWARD
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Merchant	class.
   
  Benefit: Adds	 d3	 Middle	 and	 d6	 Low	 passengers	
  requesting	travel	aboard	ship.	
  STRATEgy
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Army	class.	Also	requires	the	Tactics	II	class	feature.	
  	
  Benefit:	With	this	feat,	the	soldier	may	add	his	Wisdom	or	
  Intelligence	 bonus	 (whichever	 is	 higher)	 to	 any	 initiative	 rolls	
  or	saving	throws	made	by	units	under	his	command.	Treat	any	
  negative ability modifier as +0 for purposes of this feat.
  STREET SmART
  	
  The	Enforcer	is	familiar	with	the	underside	of	civilization.
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Law	Enforcer	class.
   
  Benefit: Gain	 a	 +2	 bonus	 on	 all	 Sense	 Motive	 or	 Gather	
  Information	checks	when	dealing	with	the	lower	end	of	the	social	
  spectrum, whether in an official capacity or not. In some quarters 
  (at	 the	 Referee’s	 discretion)	 this	 feat	 may	 also	 cause	 “street	
  people”	 to	 react	 better	 to	 the	 enforcer	 than	 to	 other	 “uncaring	
  cops”	since	he	or	she	speaks	their	language	and	comes	over	as	
  one	of	them	rather	than	an	outsider.
  STUBBORn AS A mUlE
  	
  The	diplomat	has	a	reputation	(deservedly)	for	stubbornness	
  in	negotiations,	and	in	life	in	general.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Diplomat	class.
   
  Benefit: Any	attempt	to	dissuade	him	from	a	course	of	action	
  he	has	decided	upon	suffers	a	–4	penalty.
  SUBSTAnCE RESISTAnCE
  	
  The	 character	 was	 born	 with	 or	 has	 developed	 a	 partial	
  immunity	 to	 certain	 drugs	 or	 poisons,	 and	 gains	 a	 bonus	 to	
  Fortitude	 saves	 made	 to	 resist	 their	 effects.	 This	 feat	 can	 be	
  taken	several	times,	but	must	be	applied	to	a	different	threat	each	
  time.
  Possible Resistances include:
  Alcohol
  Nerve	Agents/Nerve	Poisons
  Sedatives
  System	Poison
  Tear	&	Vomit	Gas
  Venom
  	
  Benefit: The	character	gains	+3	on	all	saves	to	resist	the	
  effects	of	the	chosen	substance.
  	
  Normal: A	 character	 without	 this	 feat	 suffers	 no	 special	
  penalty.
  SUpER ATHlETE
  	
  This	 annoying	 character	 has	 phenomenal	 aptitude	 for	 all	
  sports,	from	Extreme	Frisbee	to	Individual	Re-Entry.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit:	Such	a	character	gains	a	+2	bonus	to	all	sports-
  related	skill	rolls.	This	never	applies	to	attack	rolls	EXCEPT	in	
  non-harmful	sporting	context,	e.g.	a	fencing	bout	with	sporting	
  weapons.	 In	 addition,	 once	 per	 week	 the	 character	 can	 make	
  an	 extreme	 physical	 effort.	 This	 can	 be	 any	 physical	 activity	
  requiring	a	skill	check,	a	save,	or	a	straight	check	on	a	stat.	The	
  character	is	assumed	to	have	rolled	a	20	at	least	(as	if	taking	20,	
  but	at	no	extra	cost	in	time)	and	gains	+3	to	the	actual	roll.	After	
  the	incredible	physical	feat,	the	character	suffers	an	impressive	
  number	 of	 strained	 muscles	 and	 minor	 injuries	 that	 equate	 to	
  2d0	Stamina	damage	and	a	–2	penalty	on	all	physical	rolls	(as	
  defined in this paragraph) for the next 1d3 days.
  SUppRESS RESISTAnCE
  	
  Corsairs	are	often	outnumbered	by	their	intended	victims.	It	
  is thus important to dissuade enemies from fighting back. 
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Corsair	class.
   
  Benefit: A	character	with	the	Suppress	Resistance	feat	gains	
  a	+2	to	Intimidate	checks	to	induce	an	enemy	to	surrender	or	
  remain	passive.	At	the	Referee’s	discretion	it	may	apply	in	other	
  circumstances, such as when bluffing that the corsairs have a 
  greater	force	than	they	do.
  SURgERy
   
  The character is trained and qualified to perform most types 
  of	surgery.
  	
  Prerequisites:	T/Medical	skill	rank	of	8+
  	
  Benefit:	May	perform	surgery	competently.
  	
  Normal:	 Anyone	 may	 perform	 surgery	 without	 this	 feat.	
  The	 Surgery	 feat	 gives	 the	 patient	 a	 chance	 of	 surviving	 the	
  experience.
  SWAT
  	
  Having	 been	 assigned	 to	 an	 armed-response	 or	 special	
  weapons	and	tactics	(SWAT)	team,	the	law	enforcer	has	received	
  advanced	combat	training.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Law	Enforcer	class.	Must	be	at	least	a	5th	level	Law	
  Enforcer.
   
  Benefit:	This	feat	may	be	taken	twice.	SWAT	I	grants	the	
  character	a	special	+2	bonus	to	all	combat	rolls	using	standard	
  police weaponry (handguns, SMGs, rifles and batons). SWAT II 
  adds	an	additional	+,	for	a	total	of	+3	to	combat	rolls	using	the	
  listed	weapons.	
  SWImmER
  	
  The	character	is	an	expert	swimmer.
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit:	Gains	+2	on	all	Swim	checks	and	checks	to	hold	
  her breath. She may stay afloat indefinitely and may Take10 on 
  any	Swim	roll.	This	feat	stacks	with	Skill	Focus	and	Athletic.
  TACTICS I
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Army,	Law	Enforcer,	Marine,	Mercenary,	or	Traveller	
  class.
  	
  Benefit:	With	this	feat,	the	character	may	add	his	Wisdom	or	
  Intelligence	bonus	(whichever	is	higher)	to	any	small-unit	initiative	
  rolls or saving throws. Treat any negative ability modifier as +0 
  for	purposes	of	this	feat.	A	small	unit	is	a	team	of	combatants	
  numbering	from	2	to	2	troops.
  TACTICS II
  	
  The	soldier	has	developed	an	insight	into	the	tactics	involved	
  in maneuvering larger sized battlefield units including both 
  manpower	and	vehicle	assets	ranging	from	platoon	to	battalion	
  size.	
  
  45
  7
  FEATS
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	
  in	level	in	the	Army	or	Marine	classes.	Also	requires	the	Tactics	I	
  class	feature.	
  	
  Benefit:	 The	 soldier	 may	 add	 his	 Wisdom	 or	 Intelligence	
  bonus	(whichever	is	higher)	to	the	initiative	rolls	or	saving	throws	
  for these assets. Treat any negative ability modifier as +0 for 
  purposes	of	this	feat.
  TAlEnTED
  	
  The	 character	 has	 a	 natural	 talent	 for	 one	 type	 of	
  entertainment, which must be specified (an instrument, song, 
  juggling	etc).	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Entertainer	class.
   
  Benefit: He	 or	 she	 gains	 a	 +4	 to	 all	 Entertain	 rolls	 when	
  using	 this	 mode	 of	 entertainment.	 Multiple	 different	 talents	 are	
  possible,	but	they	do	not	stack	(see	Sector	Class,	below).	
  TAlEnTED SURgEOn
  	
  The	character	is	a	skilled	surgeon	with	very	sure	hands.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class	and	must	possess	the	Surgery	feat.
   
  Benefit: He	receives	a	+2	bonus	to	all	T/Medical	skill	checks	
  when	performing	surgery.
  TECHnICAl CROSS TRAInIng
  The	 Navy	 believes	 in	 training	 its	 sailors	 with	 at	 least	 some	
  familiarity of a variety of tasks allowing for more flexibility of 
  personnel	in	the	event	of	the	loss	of	other	crewmembers	during	
  a	battle.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Navy	class.
   
  Benefit: Any	Technical	skills	the	character	is	not	currently	
  trained	in	may	be	treated	as	if	it	were	an	“untrained”	skill.	This	
  means	the	character	may	attempt	to	use	the	skill	as	if	they	had	
  a	 skill	 rank	 of	 0.	 This	 feat	 may	 only	 be	 taken	 once	 by	 Naval	
  personnel.
  TECHnOpHOBIA
  	
  Because	 of	 their	 unfamiliarity	 with	 technology,	 Barbarians	
  are often wary of and have difficulty with items of a technology 
  level	of	4	or	better,	or	when	using	technology	related	skills	(any	
  technical	skills,	combat	engineering,	demolitions,	driving,	forward	
  observer,	all	knowledge	skills,	and	pilot).	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Barbarian	class.
  	
  Benefit:	When	attempting	to	use	technology	related	skills,	a	
  Barbarian	suffers	a	–2	penalty	to	all	checks.
  	
  When	attempting	to	use	a	technological	item,	a	Barbarian	
  suffers	a	–4	penalty	to	all	checks.	If	someone	has	shown	him	how	
  to	use	the	item	or	he	has	used	the	item	previously,	the	penalty	is	
  only	–2.
  THROWER
  	
  The	 character	 is	 highly	 skilled	 in	 throwing	 events	 such	 as	
  hammer,	javelin,	discus,	and	so	on.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit: He is considered to be proficient with all thrown 
  sports	“weapons”	for	purposes	of	combat	and	competition,	and	
  gains a +1 bonus to hit with these weapons. He is not proficient 
  with	knives,	axes,	and	other	non-sporting	thrown	weapons.
  TOlERAnCE
  	
  Aslan find it difficult to interact with cultures that do not share 
  their	values.	Tolerance	allows	an	Aslan	to	get	along	with	“foreign	
  barbarians.”
  	
  Benefit:	The	ability	to	tolerate	and	operate	within	non-Aslan	
  cultures.	It	also	allows	Aslan	to	respond	to	aliens	by	their	physical	
  gender	rather	than	their	job-apparent	gender.	For	male	Aslan	this	
  feat	also	allows	them	to	take	“Female”	skills	and	the	ability	to	
  comprehend	the	value	of	money;	Aslan	females	often	have	(but	
  seldom	use)	many	of	the	“Male	Skills.”
  	
  Normal:	Without	this	feat,	Aslan	characters	must	make	Will	
  saves	to	avoid	challenging	to	a	duel	those	who	insult	them.	Saves	
  are	made	with	DCs	varying	from	0	(trivial	things)	to	30	(direct	
  insult	or	accusation	of	crime).
  	
  Special:	Aslan	only
  TOUgHnESS
  	
  The	character	is	exceptionally	tough.
  	
  Benefit:	 The	 character	 gains	 +	 Lifeblood	 points	 and	 +3	
  Stamina	points.	
  	
  Special:	A	character	may	gain	this	feat	multiple	times.	
  TRACKER
  	
  The	character	is	unusually	gifted	at	locating,	identifying,	and	
  following	the	tracks	and	trails	of	people,	animals,	and	vehicles.
  	
  Benefit:	Add	a	+2	bonus	to	any	P/Hunting	skill	checks	when	
  attempting	to	track	someone	or	something.	
  	
  Normal:	A	character	without	this	feat	can	use	the	Search	or	
  Survival skill to find tracks, but can only follow tracks if the DC is 
  0	or	less.
  TRAmplE
  	
  The	character	is	trained	in	using	their	mount	to	knock	down	
  an	opponent,	offering	the	opportunity	for	the	mount	to	trample	
  him.
  	
  Prerequisites:	Ride	skill,	Mounted	Combat.	
  	
  Benefit:	When	the	character	attempts	to	overrun	an	opponent	
  while	mounted,	the	target	is	unable	to	avoid	the	attempt.	If	the	
  character	knocks	down	the	target,	his	mount	may	make	one	hoof	
  attack	against	the	target,	gaining	the	standard	+4	bonus	on	attack	
  rolls	against	prone	targets.
  TRAppIng
  	
  The	 character	 is	 trained	 in	 designing,	 constructing,	 and	
  setting	mechanical	traps	and	snares.	
  	
  Benefit:	The	character	can	set	up	traps	that	do	increasing	
  amounts	of	damage,	are	capable	of	holding	larger	creatures,	and	
  are better camouflaged, depending upon P/Hunting skill rank. 
  	
  Once	per	week	the	Referee	will	check	to	see	if	anything	has	
  been	caught	in	the	trap.	If	the	result	on	a	d20	roll	is	less	than	the	
  DC	of	the	trap,	something	has	been	caught.	If	the	result	is	higher	
  than	the	DC,	nothing	has	triggered	the	trap	during	the	past	week.	
  If	attempting	to	trap	animals	in	the	wilderness,	the	Referee	should	
  roll	on	the	appropriate	animal	encounter	table	for	the	local	terrain	
  to	see	what	has	stumbled	into	the	trap.	If	the	animal	is	larger	than	
  the	maximum	size	for	the	trap,	the	trap	has	been	destroyed	and	
  the	prey	has	escaped.
   
  A trap does not have to inflict damage at all. It can inflict 
  only Stamina damage or it can inflict both Stamina and Lifeblood 
  damage.	The	trapper	must	specify	the	type	of	damage	the	trap	
  will inflict when it is first set. Damage is inflicted once.
  Skill
  Rank
  Size
  Damage
  Spot DC
  
  Tiny
  d4
  5
  4
  Small
  d6
  0
  
  46
  7
  FEATS
  7
  Average
  d8
  5
  
  Large
  d0
  20
  5
  Huge
  d2
  25
  9+
  Gigantic
  d20
  30
  	
  Special:	 Survival	 skill	 may	 be	 used	 in	 place	 of	 P/Hunting	
  skill,	but	add	+2	to	the	minimum	skill	ranks	required.
  TRAUmA AID
  	
  The	character	is	very	experienced	at	dealing	with	gunshot	
  wounds,	burns,	and	other	serious	injuries.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class.
   
  Benefit: If	 he	 fails	 a	 skill	 check	 to	 save	 a	 trauma	 victim,	
  the	character	may	make	an	immediate	second	roll	at	DC	20	to	
  stabilize	the	patient.	If	the	medic	also	has	the	Meatball Surgery	
  class	feature,	the	character	gains	an	additional	+2	bonus	to	his	
  T/Medical	 skill	 checks	 to	 save	 trauma	 victims	 using	 surgical	
  procedures.
  TRIAgE
  	
  The	character	is	very	skilled	at	sorting	out	who	can	wait	for	
  treatment,	 who	 needs	 urgent	 treatment,	 and	 who	 is	 not	 worth	
  treating	at	all.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Medic	class.
   
  Benefit: He	can	thus	process	large	numbers	of	casualties	
  very	quickly	in	a	disaster	situation,	and	ensure	that	everyone	gets	
  the	right	treatment.	If	the	character	performing	Triage	makes	a	
  successful	DC5	T/Medical	check,	all	medical	personnel	further	
  down	the	line	gain	a	+2	circumstance	bonus	to	their	own	T/Medical	
  checks.	Effective	triage	is	also	important	in	terms	of	reassuring	
  victims	and	heading	off	potential	problems.
  TRUST FUnD
  	
  A	modest	trust	fund	is	awarded	as	part	of	the	noble’s	title	that	
  may	be	drawn	upon	as	needed.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Noble	class.
   
  Benefit: This	fund	is	set	up	in	such	a	way	as	to	allow	the	
  noble	to	draw	up	to	Cr200	x	their	SOC	score	in	funds	per	month.	
  For	large	purchases	on	credit,	the	noble’s	family	will	usually	be	
  willing	to	guarantee	such	loans,	up	to	MCr	x	her	SOC	score,	
  provided she has handled her finances in a reasonable manner 
  previously.
  TRUSTWORTHy
  	
  The	 individual	 has	 that	 down-home,	 all-around	 good	 guy,	
  honest	look	about	you.	Folks	just	feel	comfortable	around	him	
  and are more willing to confide in him.
  	
  Benefit:	 +2	 bonus	 on	 all	 Liaison	 and	 Gather	 Information	
  checks	when	interacting	with	others.
  	
  Special:	This	feat	will	stack	with	the	Carousing	feat	when	
  using	the	Gather	Information	skill	to	gain	information	from	other	
  individuals,	but	will	not	stack	with	the	Research	feat.
  	
  TUnE-Up (TypE)
  	
  The	character	is	skilled	at	tuning	engines	and	machinery	to	
  get	the	most	out	of	them.	Various	Types	are	possible.	The	most	
  common	 are:	 Starships,	 Grav	 Vehicles,	 and	 Ground	 Vehicles.	
  This	feat	cannot	be	used	to	improve	the	performance	of	a	Jump	
  engine.
  	
  Benefit: The	character	may	take	-3	days	to	set	up	a	vehicle	
  for	optimum	performance.	A	T/Mechanical	or	T/Gravitic	(depending	
  on	the	drive	type)	check	at	DC	20	allows	the	character	to	increase	
  acceleration	and	top	speed	by	5%.	If	successful,	make	a	second	
  check	at	DC	30	to	obtain	0%	better	performance.	This	enhanced	
  performance	is	lost	if	the	character	does	not	spend	at	least		day	
  per week keeping the tune-up at peak efficiency
   
  Normal: A	 character	 without	 this	 feat	 cannot	 exceed	 the	
  design	specs	of	the	vehicle. 
  TWO-gUn KID
  	
  The	character	has	trained	to	use	a	pair	of	handguns	in	combat	
  effectively.	The	feat	can	also	be	applied	to	assault	pistols,	very	
  small	SMGs,	sawn-off	shotguns,	and	similar	pistol-like	weapons.	
  The	weapons	need	not	be	matched.	This	feat	stacks	with	any	
  other	2-weapon	feats.
  	
  Benefit: A	character	with	this	feat	suffers	reduced	penalties	
  when	using	two	weapons.	See	the	combat	section	for	details.	
  	
  Normal: A	character	without	this	feat	suffers	large	penalties	
  to	his	attack	rolls	when	trying	to	use	two	weapons;	typically	–4	
  and	–8	for	his	main	and	off	hands	respectively.
  TWO-WEApOn FIgHTIng
   
  The individual has been trained in fighting with two weapons 
  at	the	same	time.
  	
  Benefit: The character’s penalties for fighting with two 
  weapons	are	reduced	by	2.	
  UnCAnny DODgE
  	
  The	character	gains	the	ability	to	react	to	danger	before	her	
  senses	would	normally	allow	her	to	do	so,	as	a	result	of	years	of	
  training	and	avoiding	being	ambushed.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Law	Enforcer	or	Mercenary	class.
   
  Benefit: She	 retains	 her	 Dexterity	 bonus	 to	 AC	 (if	 any)	
  regardless of being caught flat-footed or unaware.
  UnDERWATER OpERATIOnS
  	
  The	character	is	highly	skilled	at	operating	in	deep	water	and	
  using	diving	equipment.	
  	
  Benefit: The	character	gains	a	+2	bonus	to	all	skill	checks	
  made	when	operating	in	an	underwater	environment.
  	
  Normal: There	 are	 no	 special	 penalties	 associated	 with	
  underwater	operations	for	persons	without	this	feat,	though	a	vac	
  suit	may	impose	some	penalties.
  VEHIClE EngInEER
  	
  The	character	is	an	expert	at	maintaining	one	type	of	vehicle	
  (e.g.	wheeled,	tracked,	small	starships,	ship’s	boats	etc).
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Engineer	class.
   
  Benefit: He	receives	a	+4	bonus	on	all	skill	checks	made	
  when	performing	engineering	tasks	on	such	a	craft.
  VESSEl
  	
  The	character	is	familiar	with	the	operation	and	handling	of	a	
  specific group of vessels.
  	
  Benefit:	The	character	may	use	Driving	or	Pilot	skill	(whichever	
  is appropriate) when operating a vessel of the specified group.
  	
  	
  TABLE: Vessel Groups
  Group
  Skill
  Examples
  Vessel (Ground)
  Driving
  Wheeled	Vehicles
  Ground	cars,	Wheeled	ATV,	
  Motorcycles
  
  47
  7
  FEATS
  Tracked	Vehicles
  Tracked	ATV,	Tracked	AFV,	
  Tank
  Legged	Vehicles
  Mechs,	Walkers
  Hovercraft
  Air	Cushion	Vehicles
  	
  Vessel (Sport)
  Driving
  Unpowered	sporting	‘vehicles’	
  such	 as	 skateboards,	 skis,	
  bobsleighs	
  and	
  similar	
  conveyances.
  Vessel (Grav)
  Pilot
  Air/raft,	 GCarrier,	 Speeder,	
  Grav	Bike,	Grav	Belt
  Vessel (Watercraft)
  Driving
  Small	Boats
  Jetski,	Skiboat
  Large	Boats
  Fishing	Boat,	Yacht
  Ships
  Tanker,	 Steamship,	 Cargo	
  Vessel
  Vessel (Aircraft)
  Pilot
  Lighter	than	Air	Craft
  Hot	Air	Balloon,	Dirigible
  Propeller	Aircraft
  Propeller-driven	
  heavier-
  than-air	
  craft	
  (not	
  helicopters)
  Jet	Aircraft
  Jet-propelled	 heavier	 than-
  air-craft
  Helicopters
  VTOL	craft	or	Helicopters
  Vessel (Ship’s Boats)
  Pilot
  Shuttles,	Pinnaces,	Cutters
  Vessel (Starships)
  Pilot
  All	types	of	starships
  	
  Special:	If	the	character	does	not	already	have	at	least	a	
  skill	rank	of		in	Driving	or	Pilot,	depending	on	the	vessel	group,	
  he	or	she	automatically	gains	the	skill	(as	a	class	skill)	with	a	rank	
  of	0.	If	a	vessel	group	has	subgroups,	the	character	must	specify	
  which	 subgroup	 she	 will	 have	 familiarity	 with.	 For	 example,	 a	
  character	selects	the	Vessel/Ground	feat	group.	She	must	then	
  select	one	of	the	four	subgroups	under	Vessel/Ground.	
  	
  Normal:	Any	attempt	to	pilot	or	drive	a	vessel	that	a	character	
  has	 no	 familiarity	 with	 suffers	 a	 penalty	 of	 –4	 to	 all	 piloting	 or	
  driving	skill	rolls.	If	a	character	is	familiar	with	a	class	of	vessel	
  within	the	same	subgroup,	the	penalty	is	only	–2.	For	example,	
  a	character	who	already	possesses	the	Vessel/Ground/Wheeled	
  feat	may	attempt	to	drive	a	tracked	vehicle	suffering	only	a	–2	
  penalty	to	their	driving	skill	roll.	If	the	same	character	attempted	
  to	drive	any	watercraft	they	would	do	so	at	a	–4	penalty	to	any	
  driving	skill	rolls.
  VESSEl SpECIAlIZATIOn
   
  The character is highly trained in the operation of a specific 
  type	of	vessel	such	as	a	ground	car,	motorcycle,	tank,	helicopter,	
  propeller	aircraft,	air/raft,	speeder,	shuttle,	scout/courier,	or	any	
  other	type	or	class	of	vessel.
  	
  Benefit: Add	+2	to	all	drive	or	pilot	checks	when	operating	
  this	type	of	vehicle.
  	
  Special:	The	character	can	gain	this	feat	multiple	times.	Its	
  effects	do	not	stack.	Each	time	the	character	takes	the	feat,	it	
  applies	to	a	new	type	of	vessel.	
  WEApOn FOCUS
  	
  The	 individual	 has	 studied,	 practiced,	 and	 practically	 lived	
  with a specific type of weapon (Laser Pistol, Cutlass, Autopistol, 
  etc.) long enough to have become highly proficient with its use.
  	
  Prerequisites: Proficient with weapon, base attack bonus 
  +	or	higher.	
  	
  Benefit:	The	character	adds	+	to	all	attack	rolls	when	using	
  the	selected	weapon.	
  	
  Special:	 The	 character	 can	 gain	 this	 feat	 multiple	 times.	
  Its	effects	do	not	stack.	Each	time	the	character	takes	the	feat,	
  it	 applies	 to	 a	 new	 weapon.	 Note	 that	 “Brawling,”	 “Unarmed	
  Strike”	or	“Grapple”	can	be	chosen	as	the	character’s	weapon	for	
  purposes	of	this	feat.
  		
  WEApOn pROFICIEnCy (ARCHER)
  	
  The	character	is	familiar	with	the	use	of	all	forms	of	bows	
  including	 slings,	 short	 bows,	 long	 bows,	 sporting	 crossbows,	
  military	crossbows,	and	repeating	crossbows.	
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.	
  WEApOn pROFICIEnCy (ARmSmAn)
  	
  The	character	is	familiar	with	the	use	of	all	forms	of	polearms	
  including	bayonets,	spears,	halberds,	pikes,	and	cudgels.	
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty.
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn pROFICIEnCy (AxE/mACE)
  	
  The	character	is	familiar	with	the	use	of	all	heavy	crushing	
  and	cutting	implements,	from	baseball	bats	through	maces	to	one	
  and	two-handed	axes.	
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn pROFICIEnCy (BlACK pOWDER WEApOnS)
  	
  The	 character	 is	 familiar	 with	 the	 use	 of	 all	 black	 powder	
  weapons, from pistols to muskets and rifles 
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls	and	has	a	greater	
  chance of a malfunction. A character with the Combat Rifleman 
  or	Marksman	feat	suffers	only	a	–2	penalty	if	he	does	not	have	
  the	Black	Powder	feat,	but	he	still	suffers	the	greater	malfunction	
  chance.
  WEApOn pROFICIEnCy (ClOSE-QUARTER WEApOnS)
  The	character	is	familiar	with	the	use	of	weapons	in	close-in	
  fighting. He or she is trained to use light clubs (sticks), knives, and 
  similar	implements,	including	some	of	the	more	unusual	martial	
  arts	weapons,	such	as	Nunchaku.	Additionally,	the	character	is	
  skilled	at	using	almost	any	weapon	close-in,	and	suffers	a	reduced	
  penalty	when	trying	to	use	a	weapon	in	a	grappling	situation.	
  
  48
  7
  FEATS
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.	Characters	involved	
  in	a	grapple	suffer	a	–4	penalty	to	use	most	weapons	at	close	
  quarters, even if they are proficient.
  WEApOn pROFICIEnCy (COmBAT RIFlEmAn)
  	
  The	character	is	familiar	with	the	use	of	the	following	types	of	
  weapons: rifle, carbine, assault rifle, auto-rifle, advanced combat 
  rifle, accelerator rifle, light machinegun, light assault gun, grenade 
  launcher, RAM launcher, flame weapons and gauss rifle. 
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty.
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn pROFICIEnCy (FIElD ARTIllERy)
  	
  The	character	is	trained	in	the	maintenance	and	operation	
  of field artillery pieces including mortars, artillery pieces, mass 
  drivers,	high-energy	weapons,	meson	accelerators,	and	MRLs.	
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	Untrained	characters	are	not	able	to	operate	these	
  types	of	weapons.
  	
  Special:	If	the	character	does	not	already	have	at	least	a	
  skill	rank	of		in	Gunnery,	he	or	she	automatically	gains	the	skill	
  (as	a	class	skill)	with	a	rank	of	0.
  WEApOn pROFICIEnCy (gRApplER)
  	
  The	character	is	trained	at	using	advanced	throwing,	joint	
  locking,	choking	and	takedown	techniques,	both	in	normal	combat	
  and	while	wrestling	on	the	ground.	
  	
  Benefit:	 Character	 gains	 enhanced	 capabilities	 in	 close	
  combat.	See	the	Grappling	rules	for	details.
  	
  Normal:	An	 untrained	 character	 cannot	 use	 these	 special	
  attacks.
  WEApOn pROFICIEnCy (HEAVy WEApOnS)
  	
  The	character	is	trained	in	the	maintenance	and	operation	of	
  field lasers, mortars, autocannon, and VRF gauss guns. 
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty.
  	
  Normal:	Untrained	characters	are	not	able	to	operate	these	
  types	of	weapons.
  	
  Special:	If	the	character	does	not	already	have	at	least	a	
  skill	rank	of		in	Gunnery,	he	or	she	automatically	gains	the	skill	
  (as	a	class	skill)	with	a	rank	of	0.
  WEApOn pROFICIEnCy (HIgH EnERgy WEApOnS)
  	
  The	character	is	trained	in	the	use	of	high-energy	weapons	
  including	 all	 man-portable	 plasma	 and	 fusion	 guns	 (PGMP	 or	
  FGMP).	
  	
  Prerequisites:	Battle	Dress	feat.
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	a	high-energy	weapon	
  attacks	at	a	–4	penalty.
  WEApOn pROFICIEnCy (lASERS)
  	
  The	character	is	familiar	with	the	use	of	the	following	types	of	
  laser weapons: rifle, carbine, and pistol. 
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn pROFICIEnCy (mARKSmAn)
  	
  The	character	is	familiar	with	the	operation	and	maintenance	
  of most forms of modern non-military firearms including the 
  following weapons: snub pistol, revolver, hand flamer, gauss 
  pistol, auto-pistol, rifle, submachinegun, carbine, and shotgun. 
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn pROFICIEnCy (SHIp’S WEApOnRy)
  	
  The	character	is	skilled	in	the	operation	of	turret	mounted	
  weapons	 aboard	 a	 spacecraft,	 including	 lasers,	 sandcasters,	
  energy	weapons,	missiles,	and	particle	accelerators.	
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	Untrained	characters	are	not	able	to	operate	these	
  systems.
  	
  Special:	If	the	character	does	not	already	have	at	least	a	
  skill	rank	of		in	Gunnery,	he	or	she	automatically	gains	the	skill	
  (as	a	class	skill)	with	a	rank	of	0.
  WEApOn pROFICIEnCy (SWORDSmAn)
  	
  The	 character	 is	 skilled	 in	 the	 use	 of	 all	 forms	 of	 bladed	
  weapons	including	daggers,	blades,	foils,	swords,	cutlasses,	and	
  broadswords.	
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn pROFICIEnCy (THROWn WEApOnS)
  	
  The	character	is	familiar	with	the	use	of	all	thrown	weapons,	
  from	 knives	 and	 shuriken	 to	 axes	 and	 javelins.	Any	 character	
  can	throw	a	rock	or	similar	object	with	no	penalty,	but	throwing	
  weapons	require	specialist	training	if	they	are	to	be	effective.
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn pROFICIEnCy (VEHICUlAR WEApOnS)
  	
  The	character	is	familiar	with	the	use	of	all	vehicle-mounted	
  weapons,	 from	 aircraft-mounted	 missiles	 and	 autocannon	 to	
  tank	 lasers	 and	 plasma	 guns.	 While	 a	 character	 with	 Weapon	
  Proficiency (Heavy Weapons) proficiency can operate a 
  machinegun	mounted	on	an	APC	without	penalty,	and	a	character	
  with Weapon Proficiency (Artillery) can fire the gun of a stationary 
  tank,	 this	 feat	 is	 required	 to	 make	 effective	 use	 of	 tank	 guns,	
  fighter cannon, and missiles etc on the move.
  	
  Benefit:	Characters	make	attack	rolls	with	weapons	they	are	
  proficient in normally, without penalty. 
  	
  Normal:	An	untrained	character	using	one	of	these	types	of	
  weapons	suffers	a	–4	penalty	on	attack	rolls.
  WEApOn SpECIAlIZATIOn
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Army,	Barbarian,	Law	Enforcer,	Marine	or	Mercenary	
  classes.	Must	already	have	Weapon	Focus	with	the	weapon	in	
  which	the	character	will	now	specialize.
  	
  Benefit:	On	achieving	2nd	level	or	higher,	as	a	feat	the	character	
  may	take	Weapon	Specialization.	Weapon	Specialization	adds	a	
  +2	damage	bonus	with	a	chosen	weapon.		If	the	weapon	is	a	
  
  49
  7
  FEATS
  ranged	weapon,	the	damage	bonus	only	applies	if	the	target	is	
  within	30	meters,	because	only	at	that	range	can	the	soldier	strike	
  precisely	enough	to	hit	more	effectively.
  WEIgHTlIFTIng
   
  The character can lift very heavy weights without inflicting 
  self-injury.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Athlete	class.
  	
  Benefit:	He	may	treat	his	strength	as	if	it	were	4	points	more	
  than	it	actually	is,	for	purposes	of	determining	dead	lift	capability	
  and	STR	bonus	as	applied	to	tasks	such	as	pulling	or	pushing	
  a	 heavy	 weight.	 His	 carrying	 capacity	 is	 not	 improved,	 nor	 is	
  damage	done	with	any	weapon.
  WEll COnnECTED
  	
  The	years	spent	traveling	across	space	by	a	Traveller	has	
  resulted	in	a	multitude	of	contacts,	acquaintances,	and	friends	
  spread	across	numerous	worlds.	
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Traveller	class.
   
  Benefit: Once	 per	 visit	 to	 a	 world,	 the	 character	 may	 roll	
  d20	 +	 	 for	 every	Traveller	 class	 level	 vs.	 a	 DC	 equal	 to	 30	
  –	the	world’s	Population	UWP	digit.	If	successful,	the	Traveller	
  has	 remembered	 someone	 on	 the	 current	 world	 that	 might	 be	
  able	to	help	in	some	way	(provide	accommodation,	learn	of	news	
  and	rumors,	etc.).	
  	
  This	feature	only	provides	for	“remembering”	such	a	contact.	
  Actually	locating	them	and	talking	them	into	actually	helping	are	
  another	 set	 of	 tasks	 altogether.	A	 “single”	 visit	 begins	 when	 a	
  character	arrives	via	Jump	into	the	world’s	star	system	and	ends	
  when	the	character	leaves	the	star	system	by	Jumping	to	another	
  star	system.	
  WIpED SlATE
  	
  Prerequisites:	Must	be	taken	as	part	of	an	advancement	in	
  level	in	the	Convict	class.
  	
  Benefit:	 This	 feat	 can	 be	 taken	 twice.	 Wiped	 Slate	 I	
  indicates	 that	 the	 character’s	 criminal	 history	 has	 been	 buried	
  or	hidden	well	enough	to	escape	a	cursory	computer	search	or	
  scan	of	arrest	lists.	Wiped	Slate	II	indicates	that	the	character’s	
  history	has	been	almost	totally	eradicated	from	records.	Only	the	
  most	thorough	search	would	turn	up	any	indication	of	previous	
  criminality.	Note	that	Wiped	Slate	I	and	II	can	be	taken	in	place	of	
  any	other	feat	by	any	character	who	has	been	a	convict,	whether	
  they	are	still	serving	in	the	class	or	not.
  xEnO-EmpATHy
   
  The individual has a natural affinity and understanding of 
  alien	lifeforms	and	their	cultures.
  	
  Benefit:	Add	+2	to	all	Decipher	Script	and	Use	Alien	Device	
  checks.
  xEnO-mEDICInE
  	
  The	character	is	familiar	with	the	unusual	medical	needs	and	
  requirements	of	certain	alien	races.
  	
  Prerequisite:	T/Medical
  	
  Benefit:	The	character	may	apply	his	T/Medical	skill	normally	
  towards	treating	patients	not	of	his	own	race.
  	
  Normal:	Without	xeno-medicine	 a	doctor	or	medic	suffers	
  a	 penalty	 of	 at	 least	 –4	 (as	 determined	 by	 the	 Referee)	 when	
  treating	a	patient	of	a	race	other	than	their	own.
  	
  Special:	This	feat	can	be	selected	more	than	once.	When	
  choosing	this	feat	the	character	must	specify	the	alien	race	he	will	
  be	familiar	with.
  ZERO-g COmBAT 
  	
  The	character	is	trained	and	familiar	with	the	use	of	weapons	
  and	combat	in	a	zero	or	low	gravity	environment.
  	
  Prerequisites:	Vac	Suit	feat
  	
  Benefit:	 May	 conduct	 combat	 in	 a	 low	 or	 zero	 gravity	
  environment	without	penalty.
  	
  Normal:	Firing	a	weapon	in	zero-g	is	at	a	–4	penalty	(blades	
  and	 polearms	 attack	 at	 –5),	 and	 when	 using	 any	 weapon	 the	
  user	must	make	a	Dexterity	check	(DC	5)	or	lose	control	of	their	
  orientation.
  ZERO-g OR lOW gRAVITy ADApTATIOn
  	
  The	character	is	comfortable	and	familiar	with	working	and	
  living	in	a	low	or	zero	gravity	environment.
  	
  Prerequisites:	Armor	(Vac	Suit)	feat.
  	
  Benefit:	The	character	only	suffers	a	–2	penalty	when	using	
  skills	in	a	zero-g	or	low	gravity	environment,	except	for	combat	
  skills,	which	require	the	Zero-G	Combat	feat.
  	
  Normal:	 Untrained	 characters	 suffer	 a	 –4	 penalty	 on	 any	
  skill	use	in	a	low	or	zero-g	environment.	
  
  50
  8
  EQUIpmEnT
  mOnEy
  	
  The	 standard	 monetary	 unit	 used	 in	 T20	 is	 the	 Credit.	 A	
  Credit,	abbreviated	Cr,	is	worth	roughly	$3	(US	as	of	200)	in	
  real-life	monetary	terms.	Prices	in	Credits	are	always	written	Cr	
  followed	 by	 the	 actual	 amount,	 for	 example	 Cr000.	 For	 large	
  amounts,	there	is	also	the	Kilocredit	(KCr)	worth	,000	credits,	
  the	Megacredit	(MCr)	worth	,000,000	Credits,	and	the	Gigacredit	
  (GCr)	worth	,000,000,000	Credits.
  EQUIpmEnT
  	
  In	a	technological	game	like	Traveller,	what	your	character	
  is	equipped	with	is	at	least	as	important	as	his	or	her	skills.	Some	
  tasks	cannot	even	be	attempted	without	the	correct	tools,	while	
  others	 are	 made	 much	 easier	 by	 having	 access	 to	 advanced	
  equipment.	 It	 is	 sometimes	 possible	 to	 create	 low	 technology	
  versions	of	advanced	equipment.	Technology	in	Traveller	is	rated	
  according	to	a	series	of	“tech	levels”	that	give	a	general	idea	of	
  the	level	of	sophistication	available	to	the	local	population.	The	
  tables	at	the	end	of	this	chapter	summarize	the	most	advanced	
  technology	available	to	a	culture	of	any	given	tech	level.
  pRIOR HISTORy AnD 
  mUSTERIng OUT
  How	much	money	and	equipment	a	character	will	start	the	game	
  with	 depends	 on	 how	 many	 terms	 they	 spent	 developing	 their	
  background	 in	 Prior	 History	 as	 well	 as	 the	 rank	 the	 character	
  attained	during	their	employment.
  STARTIng FUnDS
  	
  All	characters	receive	the	amount	listed	as	Starting	Funds	
  for the first class the character took a level in. For example if a 
  character	takes	their	very	st	level	of	experience	in	the	Academic	
  class,	that	character	would	automatically	start	with	Cr000.
  RETIREmEnT pAy
   
  In addition to any other cash or benefits a character may earn 
  from	their	background	developed	in	Prior	History,	characters	that	
  spent 5 or more terms in a specific career or service are entitled 
  to	retirement	pay.	How	much	the	character	will	receive	annual	as	
  their	payment	depends	on	how	many	terms	were	served.
  Terms Served
  Annual Pay
  5	terms
  Cr4000
  6	terms
  Cr6000
  7	terms
  Cr8000
  8+	terms
  Cr0,000
  ADDITIOnAl BEnEFITS
  	
  Characters	who	spent	time	developing	their	backgrounds	in	
  Prior History may also earn additional benefits in the form of cash, 
  equipment,	 travel	 vouchers,	 exclusive	 memberships,	 or	 other	
  reward. Exactly what benefits are available will vary from career 
  to	career	and	from	service	to	service,	and	must	be	determined	
  separately	for	each.	
   
  For each term a character has spent in a specific career or 
  service, they receive 1 benefit roll on the Mustering Out Benefits 
  table	 for	 that	 career.	 If	 the	 character	 reached	 a	 rank	 of	 O	 or	
  O2 in that career or service, they receive an additional benefit 
  roll.	Characters	who	reached	a	rank	of	O3	or	O4	in	that	career	
  or service receive 2 extra benefit rolls. Characters who reached 
  a	rank	of	O5	or	higher	in	that	career	or	service	receive	3	extra	
  benefit rolls.
  Accomplishment
  Benefit Rolls Earned
  Per	term	spent	in	a	career	or	service
  
  Rank	O	or	O2
  +
  Rank	O3	or	O4
  +2
  Rank	O5	or	higher
  +3
   
  A character may take up to 3 of their benefit rolls (if they have 
  that	many)	on	the	Cash	column	for	the	given	career.	Characters	
  with	a	Gambling	skill	rank	of	5	or	higher	may	add	+	to	any	roll	on	
  the	Cash	column.
  	
  Any	remaining	rolls	may	be	taken	on	the	Materials	column	
  for the career. Characters with a final rank of O5 or higher in the 
  career	may	add	+	to	any	rolls	on	the	Materials	column.
   
  The various material benefits available from each profession 
  or	service	are	detailed	below.
  	
  Blade:	The	character	may	select	any	one	bladed	weapon	
  available	(up	to	Cr00	in	value)	and	add	it	to	his	or	her	possessions.	
  The	weapon	must	be	selected	immediately	upon	receipt	of	this	
  benefit, or the character may elect to “sell” the weapon for 90% of 
  its	value	(Cr90)	instead	and	pocket	the	cash.
  	
  Education:	The	character’s	Education	ability	score	is	raised	
  by	the	given	amount.
  	
  Gold Watch: The character	receives	a	very	nice	gold	watch	
  worth	Cr500.	It	can	be	sold	or	kept.
  	
  Gun: The character may select any one handgun, rifle, 
  shotgun,	or	submachine	gun	available	(up	to	Cr500	in	value)	and	
  add	it	to	his	or	her	possessions.	The	weapon	must	be	selected	
  immediately upon receipt of this benefit, or the character may 
  elect	to	“sell”	the	weapon	for	90%	of	its	value	(Cr450)	instead	and	
  pocket	the	cash.
  	
  High Passage:	 The	 character	 receives	 a	 high	 passage	
  ticket entitling him or her to first class (high) passage on any ship 
  headed	between	one	world	and	the	next	world	visited	by	the	ship.	
  High	 passage	 includes	 excellent	 cuisine	 and	 allows	 up	 to	 one	
  ton	of	baggage.	A	high	passage	normally	costs	Cr0,000	when	
  purchased.	This	high	passage	ticket	may	be	cashed	in	for	90%	of	
  its	value	(Cr9000)	if	desired.
  	
  Instruments:	The	 character	 receives	 a	 set	 of	 high-quality	
  instruments	to	assist	in	his	or	her	future	work.
  	
  Intelligence:	 The	 character’s	 Intelligence	 ability	 score	 is	
  raised	by	the	given	amount.
  	
  Low Passage: The character	 receives	 a	 ticket	 entitling	
  him	or	her	to	low	passage	on	any	starship	between	one	world	
  and	its	next	destination.	This	type	of	passage	involves	travelling	
  via	 a	 cryogenic	 capsule	 (cold	 sleep	 or	 suspended	 animation).	
  Passengers	 are	 unconscious	 for	 the	 entire	 course	 of	 the	
  journey. As a side benefit, one does not age while in cold sleep. 
  Unfortunately	this	does	not	offset	the	intrinsic	dangers	involved	
  in	this	type	of	travel	if	proper	medical	supervision	is	not	available	
  upon	awakening.	Low	passage	costs	Cr000	when	purchased	
  and	includes	a	0kg	baggage	allowance.	This	low	passage	ticket	
  EQUIpmEnT AnD STARTIng FUnDS
  
  5
  8
  EQUIpmEnT
  may	be	cashed	in	for	90%	of	its	value	(Cr900).
  	
  Middle Passage:	The character	 receives	 a	 ticket	 entitling	
  him	or	her	to	middle	passage	on	any	starship	between	one	world	
  and	its	next	destination.	Middle	passage	includes	second-class	
  accommodation	(still	of	reasonable	quality),	passable	food	and	
  drink,	and	up	to	00kg	of	baggage.	The	passenger	is	expected	
  to	tend	to	his	or	her	own	affairs	(maid	service,	laundry,	cleaning,	
  etc.)	 during	 the	 voyage.	 Middle	 passage	 costs	 Cr8000	 when	
  purchased,	and	this	middle	passage	may	be	cashed	in	for	90%	of	
  its	value	(Cr7200)	if	desired.
  	
  TAS Membership: This benefit may only be received once. 
  Any	subsequent	receipt	of	it	is	ignored	(and	not	rerolled).	The	
  Travellers’	 Aid	 Society	 (TAS)	 is	 a	 private	 organization,	 which	
  maintains	hostels	and	facilities	at	all	class	A	and	B	starports	in	
  Human	space.	Such	facilities	are	available	(at	a	reasonable	cost)	
  to	members	and	their	guests.	In	addition	to	the	use	of	TAS	facilities	
  and	services,	each	member	receives	a	free	high	passage	ticket	
  every	two	months.	This	ticket	may	be	kept,	used,	or	cashed	in	for	
  90%	of	its	value	(Cr9000)	as	needed.
  	
  In	 addition	 to	 earning	 membership	 when	 mustering	 out,	
  membership	 may	 be	 purchased	 for	 an	 initiation	 fee	 of	 MCr.	
  Membership	 is	 for	 the	 life	 of	 a	 character,	 and	 may	 not	 be	
  transferred.
  	
  Social Standing:	 The	 character’s	 Social	 Standing	 ability	
  score	is	raised	by	the	given	amount.
  	
  Vehicle:	 The	 character	 may	 select	 any	 vehicle	 available	
  (up	to	Cr5000	in	value)	and	add	it	to	his	or	her	possessions	or	
  may “hold” the benefit to see if it comes up again. If so, each 
  receipt of this benefit is worth Cr5000 towards the purchase of a 
  vehicle	(not	a	starship).	The	vehicle	must	be	selected	and	paid	
  for	when	mustering-out	is	completed,	using	only	whatever	cash	
  the	 character	 gained	 in	 mustering	 out	 and/or	 as	 starting	 cash.	
  Alternatively	the	character	may	elect	to	“sell”	the	vehicle	for	90%	
  of its value (Cr4500 per receipt of this benefit) instead and pocket 
  the	cash.
  	
  Weapon:	The	character	may	select	any	one	weapon	(of	any	
  type)	up	to	Cr000	in	value	and	add	it	to	his	or	her	possessions.	
  The	weapon	must	be	selected	immediately	upon	receipt	of	this	
  benefit, or the character may elect to “sell” the weapon for 90% of 
  its	value	(Cr900)	instead	and	pocket	the	cash.
  	
  Sponsorship Deal: The	character	is	involved	with	advertising	
  or	sponsorship.	This	is	worth	Cr2d6X000	per	year,	for	d6	years	
  after	mustering	out.
  	
  Scout Ship:	It	is	the	policy	of	most	Scout	Services	to	make	
  surplus	Scout	ships	available	to	selected	members	of	the	service	
  that	 are	 entering	 detached	 duty	 (mustering	 out).	 The	 recipient	
  is	 free	 to	 use	 the	 vessel	 for	 any	 legal	 purposes,	 but	 both	 the	
  ship	 and	 its	 captain	 are	 subject	 to	 recall	 to	 active	 duty	 at	 any	
  time	without	prior	notice.	The	ship	remains	the	legal	property	of	
  the	Scout	Service	and	may	not	be	sold.	Fuel	for	these	ships	is	
  available	free	at	any	Scout	base,	and	maintenance	is	also	free	at	
  any	Scout	base	located	at	a	class	B	or	A	starport.	The	captain	is	
  responsible	for	any	other	upkeep	and	crew	costs.
  	
  Other Starships:	The	character	receives	title	and	ownership	
  to	some	type	of	starship	(Free	Trader,	Yacht,	Lab	Ship,	Mercenary	
  Cruiser,	or	Seeker)	depending	upon	the	class	they	are	mustering	
  out	 of.	The	 ship’s	 purchase	 loan	 is	 not	 paid	 off,	 however,	 and	
  the	character	is	now	responsible	for	the	monthly	bank	payments,	
  maintenance,	crew	costs,	and	other	expenses.	
   
  If the character receives this benefit more than once (from 
  any	prior	history	class),	each	subsequent	receipt	indicates	that	
  the	original	ship	received	is	actually	0	years	older,	and	the	total	
  payment	term	on	the	load	is	reduced	by	ten	years.	By	this	method	
  it	is	possible	for	a	character	to	end	up	with	a	ship,	owned	free	and	
  clear, by successfully receiving this benefit five times (once to 
  receive	the	ship,	four	times	to	pay	off	the	40-year	loan.)	Such	a	
  ship	is	at	least	40	years	old,	obviously.
  	
  Note	that	in	the	case	where	a	member	of	the	Traveller	class	
  receives a ship as a benefit, it is up to the Referee to decide 
  what	type	is	appropriate.	Payments	are	the	same	as	for	any	other	
  class,	including	on	a	Scout/Courier	awarded	to	a	Traveller.	
  WHAT nExT?
  Once	 your	 character	 has	 mustered	 out	 of	 a	 service	 or	 career	
  there	are	three	options	you	can	take:	furthering	the	character’s	
  education,	pursuing	a	new	career	or	service	in	Prior	History,	or	
  finish up the character and begin play. Each option is explained 
  below.
  FURTHERIng EDUCATIOn
  If	the	character	plans	to	further	their	education,	return	to	the	Prior	
  History	chapter	and	follow	the	rules	for	the	Educational	Path	for	
  the	character’s	next	term.
  nEW CAREER OR SERVICE
  A	character	may	choose	to	enter	a	different	career	or	service	for	
  their	next	term	instead	of	continuing	their	current	one.	As	long	as	
  they are qualified to enter that career or service and as long that 
  they	were	not	kicked	out	of	that	career	or	service	in	a	previous	
  term,	the	character	may	pursue	their	new	job	by	returning	to	the	
  Prior	History	chapter	and	following	the	normal	Employment	Path	
  rules	for	taking	on	a	new	career	or	enlisting	into	a	service.
  FInISHIng Up
  If	 your	 character	 is	 through	 generating	 their	 prior	 history,	 you	
  should	now	move	on	to	the	Money	and	Equipment	section	of	this	
  book.
  WEApOnS
   
  Personal weapons available to characters are listed below, 
  detailing their cost, weight and other factors needed for play. This 
  section includes additional weaponry to that contained in the T20 
  basic rulebook. Some of this hardware appeared in Travellers’ Aide 
  Volume 1: Personal Weapons of Charted Space, though not all of 
  the weaponry presented in that volume is here. 
  WEApOn pERmITS
  	
  The	 Imperium	 recognizes	 the	 right	 of	 individuals	 to	 arm	
  themselves	 for	 self-defense,	 though	 it	 places	 restrictions	 on	
  the	 sort	 of	 hardware	 a	 private	 citizen	 may	 own	 and	 use.	As	 a	
  general	rule,	the	more	accountable	an	individual	is,	the	more	the	
  authorities	are	likely	to	trust	them.	Restrictions	are	based	upon	
  the	ability	of	weapon	owners	to	take	on	Imperial	forces	or	cause	
  massacres.
  	
  Permits	are	not	necessary	to	transport	weaponry	in	proper	
  containers,	 of	 course.	 Transport	 of	 and	 trade	 in	 weapons	 are	
  both	covered	by	the	laws	of	interstellar	commerce	and	unless	the	
  shipment	mysteriously	comes	open	in	transit,	the	authorities	will	
  not	take	an	interest.
  	
  These	restrictions	and	permit	requirements	are	those	imposed	
  by	the	Imperium.	Local	laws	always	apply	–	your	Category	4	merc	
  permit	does	not	allow	you	to	wander	around	a	high-law	city	with	
  a	machinegun.	Imperial	permit	restrictions	supersede	local	law	
  where	the	Ministry	of	Justice	has	jurisdiction.	That	is,	if	a	certain	
  weapon	is	legal	on	a	given	planet,	but	the	user	does	not	have	
  an	Imperial	permit	for	it,	action	can	still	be	taken	against	him	or	
  her	–	but	only	if	the	MoJ	has	a	reason	to	become	involved.	If	
  only	local	law	enforcement	is	involved	in	an	incident,	there	is	no	
  problem.
  	
  This	grey	area	gives	the	MoJ	the	vital	ability	to	crack	down	
  
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  EQUIpmEnT
  on	arms	traders	who	set	up	on	low-law	worlds	and	sell	powerful	
  weaponry	to	all	bidders,	hiding	behind	loose	local	weapons	laws	
  as	they	supply	dangerous	criminals	with	military-grade	weapons.	
  Such	irresponsible	arms	dealing	is	damaging	to	the	stability	of	the	
  region,	and	thus	trade	and	the	well-being	of	all	Imperial	citizens.	
   
  Weapon permits can be General or Specific. General permits 
  allow the ownership of any weapon in that category, while specific 
  permits	allow	only	the	ownership	of	a	single	example	of	a	given	
  weapon	type,	though	multiple	permits	can	be	issued.
   
  Weapons and military equipment fall into five categories:
  CATEgORy 1: UnRESTRICTED WEApOnS
  	
  No	 permit	 is	 required,	 anyone	 can	 buy	 and	 own	 such	
  weapons.	So	long	as	the	weapon	is	legal	in	this	locality,	even	
  someone	convicted	of	weapons-related	crime	could	carry	without	
  interference.
  Examples: 
  •
  All	 melee	 weapons	 (cutlasses,	 daggers,	 batons,	 shock	
  batons	etc)
  •
  Non-Lethal	Firearms	(Tranq	guns,	Thud	guns)
  •
  All	bow	weapons
  CATEgORy 2: CIVIlIAn SmAllARmS
  	
  The	purchaser	must	demonstrate	“safe	use”	–	any	existing	
  weapons	permit	or	half	an	hour’s	accreditation	and	safety	training	
  on	the	range.	No	actual	skill	or	reason	for	purchase	is	required.
  Examples: 
  •
  Revolvers and most pistols, semi-automatic rifles, 
  shotguns
  •
  Mesh,	Jack	and	Light	Ballistic	Cloth	(“Diplo”)	Armor
  CATEgORy 3: pARAmIlITARy SmAllARmS
  	
  The	purchaser	must	have	an	actual	skill	level	(or	default	skill	
  from	other	weapons	training)	and	demonstrate	“suitable	need.”	
  The	latter	is	covered	by	occupations	such	as	shipboard	security	
  operative,	skip	tracer,	bodyguard,	etc.	References	from	employers	
  may	be	taken.	Employment	by	an	accountable	person	or	body	
  (starship	 captain,	 corporation,	 port	 authority	 etc)	 is	 desirable.	
  Note	that	all	Imperial	Services	personnel	who	leave	honorably	
  automatically	have	a	General	Category	3	permit	for	weapons	and	
  armor,	unless	revoked	for	criminal	activity.
  Examples: 
  •
  Light Automatic Weapons (Autorifle, SMG, Assault Rifle, 
  Autoshotgun,	Snub	SMG)
  •
  Special	ammunition	(HEAP)	for	snub	weapons
  •
  Laser pistols, rifles, and carbines
  •
  Heavy	Ballistic	Cloth	body	armor
  CATEgORy 4: mIlITARy SmAllARmS
  	
  As	 Category	 3,	 but	 restrictions	 are	 tighter.	 Service	 as	 an	
  accredited	mercenary	or	similar	employment	is	usually	required.	
  Imperial personnel leaving the service with a “Weapon” benefit 
  are	assigned	a	permit	for	its	use	and	ownership.	
  Examples: 
  •
  Military	Shotguns
  •
  Gauss Weapons (Rifles and Pistols)
  •
  Advanced Combat Rifles (ACRs)
  •
  Mid-Tech	 support	 weapons	 (grenade	 launchers,	 LAWs,	
  Light	Machineguns)
  •
  Powerful mid-tech weapons, e.g. Anti-Tank rifles.
  •
  Combat	Environment	Suit
  •
  Military-grade	 electronics	 (advanced	 sighting	 equipment	
  etc)
  CATEgORy 5: mIlITARy SUppORT WEApOnS
  	
  Only	available	to	accredited	mercenary	units	or	personnel	
  with	a	good	record	of	serving	in	such	a	unit,	while	actively	seeking	
  a	suitable	unit	or	employer.	
  Examples:
  •
  Plasma	and	Fusion	Weapons
  •
  Gauss	support	weapons
  •
  Tac	missiles
  •
  Military	Combat	Vehicles
  •
  Battle	Dress	and	Combat	Armor
  BlAnKET pERmITS
  	
  Organizations	 (merc	 units,	 Huscarles,	 corporate	 security	
  units)	and	some	high-security	starships	generally	have	a	“Blanket	
  Permit”	for	weapons	use	by	personnel	as	directed	by	the	unit’s	
  legitimate	 command	 or	 employer.	 Some	 non-weapon	 systems	
  fall	into	these	categories	and	are	similarly	restricted;	e.g.	nuclear	
  mining	 explosives	 (cat	 5),	 conventional	 explosives	 (cat	 3),	
  Starship	lasers	(cat	3),	military-grade	starship	lasers	(cat	4).
  OBTAInIng A pERmIT
  	
  Permits	can	be	obtained	by	presenting	a	case	for	need	and	
  accountability to the appropriate office (MoJ offices usually, but 
  permits can be issued by certain nobles and Imperial officials, and 
  by	chartered	branches	of	Instellarms’	Information	and	Advisory	
  Division).
  	
  A	Free	Trader	operating	on	the	frontier	as	a	mail	ship	should	
  be	 able	 to	 obtain	 permits	 for	 military-grade	 lasers	 and	 maybe	
  a	couple	of	ACRs	provided	the	case	is	put	right	and	the	ship’s	
  record	is	good.	Instellarms	offers	a	permit-advisory	service	and	
  can	assist	with	processing	and	accreditation.	Details	are	available	
  at any Instellarms Regional Distribution Center, or from the offices 
  of	any	subsidiary.
  BEyOnD THE ImpERIUm
  	
  Outside	 the	 Imperium,	 some	 interstellar	 states	 operate	 a	
  similar	permit	system,	while	others	have	very	different	ways	of	
  controlling	civilian	weapons	ownership,	or	none	at	all.	In	regions	
  where	there	are	no	interstellar	states,	local	laws	only	apply,	and	it	
  should	be	noted	that	even	within	the	Imperium,	local	laws	always	
  take	precedence	on-planet.	It	is	thus	possible	(within	and	without	
  the	Imperium)	to	obtain	illegal	weapons	and	keep	them	hidden	
  from	the	authorities.	Penalties	for	owning	and/or	using	an	illegal	
  weapon	vary	considerably	from	place	to	place.	
  WEApOn TypES
  	
  The	weapons	available	to	travellers	can	be	broken	down	into	
  several	categories:
  non-lethal melee Weapons
  	
  Some	 melee	 weapons	 tend	 to	 hurt	 and	 injure	 their	 target	
  rather	 than	 causing	 potentially	 lethal	 damage.	 Like	 unarmed	
  combat	 attacks,	 weapons	 like	 light	 batons,	 knuckle	 dusters	
  and	sticks	cause	Stamina	rather	than	Lifeblood	damage.	Such	
  weapons can be used to inflict Lifeblood damage in the same 
  manner	 as	 unarmed	 combat	 attacks	 (i.e.	 a	 –4	 penalty	 to	 the	
  attack	roll)	by	attacking	vulnerable	points.	
  Shock Weapons
  	
  Some	weapons	(stun	batons,	stunguns	etc)	contain	a	high-
  voltage	power	source,	which	shocks	the	target	on	contact.	Such	
  
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  EQUIpmEnT
  weapons	 can	 be	 used	 to	 merely	 touch	 the	 target	 (for	 shock	
  damage	only)	or	to	add	shock	damage	to	a	normal	melee	attack.	
  Shock	damage	is	done	to	Stamina,	and	armor	protects	normally	
  against	it.	
  	
  In	theory,	any	melee	weapon	can	be	constructed	to	deliver	
  shock	 upon	 contact	 (though	 special	 construction	 is	 required,	
  tripling	the	cost).	After	delivering	a	shock,	such	weapons	need	to	
  recharge	for	d6+	combat	rounds.	Power	sources	are	normally	
  drained	after	3-0	(d8+2)	uses,	requiring	a	new	power	source	or	
  recharge	of	an	internal	one.
  	
  The	 exception	 is	 the	 stun	 gun.	 This	 device	 is	 completely	
  useless	 against	 armor	 unless	 an	 unprotected	 location	 can	 be	
  hit (requiring a Called Shot). If it does hit, it inflicts 1d6 Stamina 
  damage	and	requires	the	target	to	make	a	Fortitude	save	vs.	DC	
  20 or flop about helplessly on the ground for 3d6 rounds.
  melee Weapons
   
  The vast majority of melee weapons are designed to inflict 
  potentially	 lethal	 (i.e.	 Lifeblood)	 damage.	 Most	 commonly,	
  Travellers	 arm	 themselves	 with	 hilt	 weapons,	 i.e.	 swords	 and	
  daggers.	However,	enemies	may	be	encountered	equipped	with	
  a	full	range	of	lethal	implements,	most	of	which	are	modeled	by	
  the	 weapons	 listed	 above.	 For	 example,	 a	 club	 heavy	 enough	
  to	 do	 lethal	 damage	 (i.e.	 a	 baseball	 bat)	 can	 be	 treated	 as	 a	
  mace. Anything that does not fit one of these categories can be 
  considered	an	improvised	weapon,	doing	d4	Stamina	damage	
  (or	more,	with	certain	feats).
  Bow and Sling Weapons
   
  Most societies find a use for propelled projectiles, and at 
  low	tech	levels	the	only	options	available	are	tension	or	torsion	
  (i.e.	 bow)	 weapons	 or	 assisted-throwers	 such	 as	 slings.	 Most	
  such	weapons	require	the	user	to	stand	up,	making	him	or	her	
  vulnerable,	but	can	be	lethal.	Bows	also	have	the	advantage	of	
  being	silent.	
  Thrown Weapons
  	
  Anyone	can	throw	a	rock	or	grenade,	but	weapons	that	rely	
  on	 hitting	 the	 target	 correctly	 (e.g.	 with	 a	 blade)	 require	 more	
  training.	Almost	any	object	can	be	considered	to	be	a	“small	rock”	
  or	a	“large	rock”	if	thrown.	Large	and	awkward	objects	(including	
  large	rocks)	are	thrown	at	a	–2	penalty.	Large	and	small	rocks	do	
  Stamina	damage	unless	thrown	at	a	life-threatening	location	(at	a	
  –4	penalty,	like	unarmed	lethal	attacks).
  Black powder Weapons
   
  Early firearms use black powder propellant and a loose 
  projectile.	They	are	not	only	highly	unreliable	and	inaccurate	but	
  also give away the firer’s position with a huge cloud of smoke. 
  They	are	however	superior	to	bow	weapons	in	that	they	can	be	
  more	quickly	brought	into	action,	require	less	training,	and	can	
  be “held” ready to fire. Black Powder weapons are covered by 
  a special Weapon Proficiency feat – Black Powder Marksman. 
  Anyone	 without	 this	 feat	 can	 use	 black	 powder	 weapons	 at	
  a	 penalty	 of	 –4	 (–2	 if	 he	 has	 the	 Marksman	 feat),	 and	 suffers	
  Additional	Unreliability	(see	below).
  	
  Black	 powder	 weapons	 are	 extremely	 unreliable.	 When	 a	
  user fires one, roll an additional 1d10. On a 1, the weapon has 
  malfunctioned;	 consult	 the	 table	 below.	 For	 users	 without	 the	
  Black	Powder	Marksman	feat,	this	occurs	on	a	-2.
  	
  Despite	their	faults,	black	powder	weapons	are	lethal	and	
  useful.	 Most	 are	 smoothbore	 weapons,	 and	 thus	 extremely	
  inaccurate	(though	shotguns	are	no	less	so	than	their	modern	
  cousins). However, black powder rifles, which are even slower 
  to	load	than	smoothbores,	can	be	extremely	accurate	–	certainly	
  enough	 to	 pose	 a	 real	 threat	 to	 travellers.	 Weapons	 can	 be	
  initiated by flintlocks, percussion caps, wheellocks, matchlocks 
  and	other	methods,	adding	to	their	general	clumsiness.	The	lock	
  mechanism makes pistols difficult to conceal. 
  Black powder malfunctions 
  	
  Occur	on		on	d0,	or	-2	if	user	untrained	(i.e.	does	not	
  possess	the	Black	Powder	Weapons	feat).
   
  Table: Black Powder Malfunctions
  1d10	Roll
  Malfunction
  -2
  Hang-fire. Weapon discharges a second or two 
  late.	 Automatically	 misses	 target,	 may	 pose	
  hazard	to	anyone	downrange.
  3-6
  Weapon misfires. May be re-primed (this takes as 
  long as reloading) and firing attempted again.
  7-9
  Weapon misfires and clogs. Must be cleaned 
  before firing can be attempted.
  0
  Weapon backfires, ruining it. User takes 1d8 
  Lifeblood	 damage	 from	 fragments	 of	 the	 barrel	
  and	lock.
  Body pistols
  	
  A	variety	of	small,	concealable	handguns	are	available.	Low-
  tech versions are simply difficult to spot due to their small size, 
  but	 more	 advanced	 ones	 use	 specialist	 non-metallic	 materials	
  to make detection by automated equipment difficult. Such low-
  detectability	(or	“stealth”)	weapons	are	illegal	in	most	areas.
  	
  Body	pistols	come	in	two	general	types:	the	derringer	and	
  the	true	pistol.	Derringers	are	single	or	double-barreled	weapons	
  that must be manually reloaded after firing. The true “body pistol” 
  is	a	tiny	semi-automatic	weapon	fed	from	a	magazine,	(usually	
  with	a	capacity	of	5	rounds),	and	can	be	quickly	reloaded.	
  	
  Handguns
  	
  Two	basic	types	of	slug	throwing	handgun	exist;	revolvers	
  and	 self-loading	 pistols	 (often	 known	 as	 semi-automatics,	
  automatics	or	autopistols).	Revolvers	are	(as	a	rule)	slightly	more	
  robust,	simpler	to	use,	and	generally	more	idiot-proof.	They	are	
  fed	 from	 a	 revolving	 cylinder,	 which	 normally	 holds	 six	 rounds	
  (fewer	in	very	powerful	weapons,	more	in	less	powerful	ones)	and	
  places	each	round	under	the	hammer	in	turn.	Revolvers	are	thus	
  somewhat	bulky,	but	this	does	have	the	advantage	that	if	a	round	
  malfunctions,	it	is	usually	possible	to	simply	pull	the	trigger	again	
  to fire the next one. They are also slow-loading, requiring each 
  round	to	be	manually	placed	in	the	cylinder.	A	variety	of	devices	
  (stripper	clips,	half-moon	clips	and	speedloaders)	exist	to	speed	
  up this process. It is extremely difficult to silence a revolver; few 
  silenced	versions	exist.
  	
  Autopistols	are	fed	from	a	magazine	(sometimes	incorrectly	
  named	 a	 “clip”),	 which	 is	 usually	 inserted	 in	 the	 handgrip.	
  Autopistols	are	slightly	more	complex	than	revolvers,	though	not	
  really any more difficult to use. They are prized mainly for their 
  high	magazine	capacity	and	speed	of	reloading.
  	
  The	 standard	 revolvers	 and	 autopistols	 in	 use	 throughout	
  Charted	Space	are	9mm	or	0mm	caliber	weapons,	which	use	
  interchangeable	 ammunition	 that	 can	 also	 be	 used	 in	 some	
  submachineguns.	
  	
  Lighter	 revolvers	 and	 autopistols,	 in	 7-8mm	 caliber)	 are	
  used	by	those	seeking	a	lighter	recoil	or	a	smaller	weapon.	They	
  are	 sometimes	 carried	 as	 “holdout”	 weapons	 –	 not	 truly	 body	
  pistols, they are nonetheless more difficult to spot than full-size 
  weapons.	
  	
  Heavy	 revolvers	 and	 autopistols	 are	 available	 in	 larger	
  calibers	(2mm	or	even	4mm),	or	in	“magnum”	versions	of	the	
  
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  EQUIpmEnT
  standard	 9-0mm.	 Magnum	 ammunition	 is	 slightly	 longer	 than	
  standard	rounds;	a	Magnum	weapon	can	use	standard	rounds	
  but	 not	 vice	 versa.	 Recoil	 and	 noise	 from	 these	 weapons	 is	
  considerable.
  	
  Extremely	powerful	weapons	(usually	revolvers)	are	available.	
  An	 example	 is	 the	 4-shot	 Ultra	 Revolver,	 an	 8mm	 Magnum	
  caliber	monster	whose	awesome	recoil	has	been	compared	to	
  being	shot	with	a	9mm.	Such	weapons	are	so	large	and	bulky	that	
  it	is	often	easier	and	more	practical	to	buy	a	submachinegun.
  Snub Weapons
  	
  Snub	weapons	are	designed	for	shipboard	use	in	low-g.	They	
  have a large caliber and short barrel, firing low-velocity rounds 
  to	minimize	recoil.	All	snub	weapons	use	the	same	ammunition,	
  which	 is	 normally	 ball	 (i.e.	 standard	 bullets)	 but	 can	 include	
  tranquilizer, gas, flechette and high-explosive armor piercing 
  HEAP.	 Standard	AP	 (armor-piercing)	 is	 of	 little	 use	 in	 a	 snub	
  weapon	due	to	the	low	muzzle	velocity.	HEAP	uses	a	shaped-
  charge	explosive	effect	to	create	reasonable	AP	effects.	
  	
  The	standard	shipboard	security	weapon	is	the	snub	revolver,	
  though	autopistol	and	SMG	variants	are	available.	
  Shotguns
   
  Shotguns are smoothbore weapons that normally fire 
  buckshot (large pellets) but can use flechettes (very small sharp 
  fragments),	solid	slug	rounds	or	a	variety	of	special	ammunition	
  types.	 Sporting	 guns	 are	 usually	 single	 or	 double	 barreled,	
  with	rounds	inserted	directly	into	the	breech.	Sporting	guns	are	
  sometimes	sawed-off	to	create	a	deadly	close	quarters	weapon.	
  Sawed-off shotguns cannot fire any ammunition other than 
  flechette or buckshot and they have an even shorter effective 
  range	than	standard	shotguns.	However,	anyone	using	a	sawed-
  off	shotgun	gains	a	bonus	of	+4	to	hit	out	to	3	meters,	in	addition	
  to	any	ammunition	or	other	bonuses.
  	
  Double-barreled	weapons	have	two	triggers,	allowing	both	
  barrels to be fired at once. If this is done, the attack causes an 
  additional	die	of	damage).
  	
  Combat	 shotguns	 are	 fed	 from	 a	 detachable	 or	 internal	
  magazine. Various configurations exist, with magazine capacities 
  from	 4	 to	 0	 rounds,	 with	 6	 being	 fairly	 standard.	 Shortened	
  stockless	 shotguns	 (usually	 with	 a	 3	 or	 4	 round	 capacity)	 are	
  carried	 as	 backup	 or	 close-assault	 weapons	 by	 some	 mercs,	
  while	 standard	 combat	 shotguns	 are	 a	 standard	 shipboard	
  security	weapon	due	to	their	low	penetration	characteristics.	They	
  are	also	in	common	use	with	police	and	security	forces.	Combat	
  shotguns	are	either	pump-action	or	semi-automatic.
  	
  Military	 shotguns	 are	 semi-automatic	 weapons	 designed	
  for	close-quarters	combat.	They	use	more	powerful	ammunition	
  that	is	not	compatible	with	other	shotgun	types,	and	often	have	
  detachable	 magazines	 containing	 up	 to	 0	 rounds.	 Military	
  shotguns	are	not	legal	in	localities	that	only	allow	shotguns,	since	
  they	are	more	properly	considered	“close	assault	weapons”	than	
  “sporting”	or	“self-defense”	tools.	They	are	thus	illegal	at	law	level	
  6.
  	
  Assault	Shotguns	are	a	purely	military	weapon,	illegal	at	law	
  level	3	like	all	such	weapons.	Fed	from	a	box	or	drum	magazine,	
  the	 assault	 shotgun	 uses	 standard	 shotgun	 cartridges	 but	 is	
  capable	 of	 semi-automatic,	 3-round	 bursts	 and	 fully-automatic	
  fire. Assault shotguns are normally used to sweep an area and 
  cut	down	several	unarmored	foes	at	once.	
  Rifles
   
  A rifle is simply a longarm with a rifled barrel. Various weapons 
  are termed “rifles.” They all differ somewhat from one another. Early 
  versions	are	single-shot	or	semi-automatic,	while	more	advanced	
  weapons may feature burst fire or full-automatic capability. Most 
  rifles are fed from a detachable magazine, though earlier versions 
  use	an	internal	magazine	fed	with	individual	rounds	or	from	a	clip.	
  The most advanced rifles (Advanced Combat Rifles, or ACRs) use 
  ETC	(ElectroThermalChemical)	propulsion	rather	than	the	more	
  traditional	primer-initiated	chemical	propellant.	There	is	no	real	
  difference	between	these	methods	in	use,	though	ETC	weapons	
  are	cleaner.	ACRs	often	include	sophisticated	electronics	to	aid	
  the	user.
   
  Variants of the rifle include the carbine, a shortened version, 
  and specialist heavy “big game” hunting rifles. Many military 
  and quasi-military rifles use a “bullpup” configuration where 
  the	 magazine	 is	 inserted	 behind	 the	 trigger	 assembly	 instead	
  of	in	front.	This	allows	for	a	shorter	weapon,	handier	for	close	
  combat.	
   
  Most rifles can carry accessories like a bayonet (though 
  this	is	uncommon	in	civilian	or	hunting	weapons)	and	perhaps	
  a launcher arrangement for rifle grenades (which are launched 
  from the barrel of the rifle) or an underbarrel grenade launcher 
  (which is basically a separate weapon attached to the rifle).
   
  An alternative rifle weapon, intended for low-g combat, is 
  the accelerator rifle, which uses rocket projectiles to keep recoil 
  down.	
  light Automatic Weapons
  	
  Other	than	assault	shotguns,	there	are	basically	three	types	
  of light autofire weapons. The Light Machinegun (LMG) is a purely 
  military weapon, often based on a standard rifle and capable of 
  being used in place of one. It fires rifle-caliber ammunition and 
  can fire armor-piercing (AP) rounds. 
  	
  The	submachinegun	(SMG)	is	favored	for	urban,	shipboard	
  and similar close-quarters combat. It fires pistol-caliber 
  ammunition. Examples vary from almost rifle-sized weapons to 
  tiny	sidearms.	Variants	are	available	that	use	lighter	or	heavier	
  ammunition,	much	like	handguns,	though	extreme	calibers	are	
  not	effective.
  	
  Some	 users	 favor	 “assault	 pistols.”	 These	 are	 simply	
  handguns converted to burst or full-auto fire. Even when fitted 
  with	a	foregrip	and	a	wire	stock,	a	pistol	remains	a	pistol,	and	
  on full-auto these weapons are not very controllable. Burst-fire 
  is	possible	for	additional	damage	and	for	an	increased	chance	to	
  hit, but this is offset by a –2 penalty to hit at all ranges when firing 
  an	assault	pistol	on	burst	or	full-auto	mode.	The	most	common	
  mode	of	use	is	to	“spray	and	pray,”	emptying	the	weapon	in	the	
  general	direction	of	a	foe,	or	to	ram	the	muzzle	into	a	target	and	
  hold	the	trigger	down.	The	latter	mode	is	used	mainly	by	hitmen	
  and	assassins.
  laser Weapons
  	
  Lasers	use	a	beam	of	coherent	photons	to	cause	damage	to	
  the	target	by	superheating	a	point.	If	the	target	surface	contains	
  moisture (e.g. flesh), a laser hit will superheat the water and 
  cause it to flash to steam, causing an almost explosive effect and 
  a	very	severe	wound.	Lasers	have	no	recoil,	so	are	useful	in	zero-
  g	 combat,	 though	 in	 a	 standard	 atmosphere	 they	 are	 reduced	
  in efficiency by dust, mist, rain and anti-laser aerosols. Laser 
  weapons	can	be	used	to	designate	for	artillery	or	other	support	
  weapons	if	suitably	adapted.	
  	
  Laser	weapons	require	a	power	source	to	operate.	This	is	
  most	 usually	 a	 backpack	 or	 belt	 pack,	 though	 some	 weapons	
  can be fed from fixed sources (e.g. at defense points aboard a 
  starship)	or	even	from	internal	power	cells.	The	latter	are	low	in	
  capacity	and	render	these	“free	lasers”	less	effective	than	might	
  be	desired.	Lasers	are	also	rather	fragile	and	do	not	stand	up	well	
  to the rigors of field use.
  	
  Power	 supplies	 for	 laser	 weapons	 are	 available	 as	
  backpacks,	belt	units	or	internal	cells.	A	backpack	unit	holds	00	
  
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  or	300	“power	factors,”	and	is	heavy-duty	enough	to	supply	all	
  weapons.	Belt	packs	hold	50	power	factors,	but	can	only	supply	
  carbines and pistols safely. Using a rifle with a belt pack incurs a 
  	in	3	chance	of	overloading	the	pack	and	rendering	it	useless.	A	
  discharged	pack	can	be	recharged	from	a	starship	power	plant	or	
  similar	energy	source.
   
  Laser rifles use 3 power factors per shot (i.e. 100 shots from 
  a	300-factor	backpack),	carbines	2	and	pistols	.
   
  Those weapons fitted for internal batteries can be connected 
  to a pack or used “free” on internal power. A heavy-duty rifle 
  battery	holds	5	power	factors	(5	shots),	a	carbine	battery	20	(0	
  shots)	and	a	lightweight	pistol	battery	5	(5	shots).	Batteries	are	
  not	 interchangeable	 and	 tend	 to	 fail	 after	 being	 recharged	 3-5	
  times,	making	their	use	highly	expensive.
  Support Weapons
  	
  Support	weapons	are	normally	available	only	to	the	military.	
  They	 include	 launchers	 and	 scaled-up	 versions	 of	 infantry	
  weapons,	plus	a	range	of	specialist	weapons.	
  	
  The	 General-Purpose	 Machinegun	 (GPMG)	 is	 a	 heavier	
  version of the LMG, capable of sustained firepower. It can be 
  operated	by	a	single	individual	but	is	not	really	suited	to	an	assault	
  role.
   
  The Antitank Rifle (ATR) and Light Assault Gun (LAG) are 
  both based on rifle-type weapons, firing a heavy round over long 
  distances.	Advanced	superheavy	weapons	like	.50	caliber	sniper	
  rifles are sufficiently similar to the antitank rifle to use the same 
  stats,	though	the	sniping	version	is	accurate	out	to	far	greater	
  ranges.	
  	
  Infantry	Recoillesses	are	heavy	but	man-portable	weapons	
  such as the 90mm recoilless rifle, a short weapon fired from a 
  prone	position	by	a	2-man	gun	team.	These	weapons	cannot	be	
  fired on the move unless mounted on a vehicle. Their performance 
  is	lower	than	a	real	vehicle	weapon,	but	they	do	give	infantry	the	
  capability to fight light armor.
  grenade, Rocket and missile launchers
  	
  Launchers	 of	 various	 types	 are	 used	 for	 infantry	 support	
  and	 light	 anti-armor	 work.	 The	 standard	 grenade	 launcher	 is	
  a tube device that is either used alone or fitted under a rifle, 
  while	 RAM	 (Rocket	Assisted	 Multipurpose)	 grenade	 launchers	
  (sometimes	 called	 spigot	 mortars)	 are	 basically	 a	 handle	 and	
  sighting	 apparatus	 to	 which	 RAM	 grenades	 can	 be	 attached	
  for launching. Some rifles can also be used as RAM grenade 
  launchers.	A	variety	of	projectiles	are	available	such	as	smoke,	
  explosive,	 incendiary	 and	 anti-armor.	 Tube	 grenade	 launchers	
  can	also	launch	fragmentation	rounds,	like	giant	shotgun	shells,	
  and	baton	or	“stunbag”	rounds.	
  	
  A	 special	 case	 of	 the	 grenade	 launcher	 is	 the	Thud	 Gun,	
  which can fire only a plastic “baton” round designed to knock 
  down and stun the target. Such weapons inflict Stamina damage 
  rather	than	causing	lethal	injury.
  	
  Designed	 to	 attack	 armored	 vehicles	 and	 structures,	
  disposable	launchers	are	a	simple	tube/grip/sight/launcher	affair	
  containing	an	unguided	rocket-propelled	grenade	or	small	missile	
  with a high explosive warhead. These weapons have a significant 
  backblast	area,	posing	a	hazard	to	troops	nearby.	More	advanced	
  launchers	contain	a	guided	missile,	normally	used	for	attacking	
  aircraft.
  	
  Non-Disposable	 missile	 launchers	 are	 often	 termed	 “Light	
  Tac	(tactical)	Missile	Launchers.”	The	most	powerful	tac	missiles	
  are	capable	of	delivering	small	nuclear	warheads,	but	these	tend	
  to	be	vehicle-mounted.	Early	tac	missiles	are	extremely	bulky	and	
  must	be	manually	guided	to	the	target	after	launch	from	a	tripod	
  mount. Later versions use fire-and-forget missiles which can be 
  fired from the shoulder by a single individual, though a second 
  member	is	usually	required	to	carry	ammunition	and	spot	for	the	
  operator.	Higher-tech	light	tac	launchers	can	engage	ground	or	
  air	targets	with	a	mulitmode	warhead,	selecting	the	most	effective	
  attack	and	even	approach	mode	automatically.
  Flame Weapons
  	
  Flamethrower	weapons	are	hazardous	to	the	user	and	his	
  companions,	but	are	useful	in	clearing	dug-in	troops	or	in	other	
  specialist applications. The mid-tech flamethrower consists of fuel 
  tanks	and	a	sprayer	that	ignites	the	fuel	as	it	leaves	the	nozzle.	
  At	higher	tech	levels,	less	fuel	can	be	used,	allowing	a	smaller	
  “flame rifle” or even “hand flamer” fed by internal fuel. 
   
  At high tech levels, a more advanced super-flamethrower 
  is	 available	 which	 uses	 gauss	 (electromagnetic	 acceleration)	
  technology to propel metallic flakes (which are ignited as well 
  as propelled by the gauss field) in place of chemical fuel. These 
  weapons	are	expensive	and	rather	rare,	since	plasma	weapons	
  are	generally	more	useful.
  gauss Weapons 
  	
  Gauss	 weapons	 are	 military	 hardware,	 pure	 and	 simple.	
  Instead	 of	 a	 large	 projectile	 propelled	 by	 chemicals,	 these	
  weapons	use	a	small	needle	accelerated	to	immense	velocities	
  by a linear magnetic field.
  	
  Gauss	pistols	are	the	favored	sidearm	of	the	Imperial	services.	
  The	army	and	marines	use	a	functional,	robust	weapon,	while	the	
  Navy	Model	has	a	longer	a	barrel	and	is	generally	more	elegant,	
  though	no	less	functional.	The	Scout	Service	is	not	issued	gauss	
  pistols	except	for	some	security	applications.	Gauss	pistols	have	
  a	fairly	low	recoil	and	are	not	as	noisy	as	slug	throwers	(though	
  the	“crack!”	is	distinctive).	They	are	capable	of	semi-automatic	or	
  burst fire.
   
  The gauss rifle is a powerful weapon used by the Imperial 
  Marines	and	some	units	of	the	Imperial	Army.	Using	the	same	
  technology	as	the	pistol,	it	can	achieve	higher	muzzle	velocities	
  and	 greater	 accuracy.	 Sniper	 versions	 are	 available,	 and	 VRF	
  (Very	Rapid	Fire)	gauss	guns	are	mounted	on	some	vehicles	as	
  anti-personnel	weapons.
   
  The gauss shotgun is an experimental weapon that fires 
  bundles	of	gauss	needles	in	a	conical	pattern.	The	concept	has	
  never	 really	 caught	 on,	 though	 examples	 do	 reach	 the	 market	
  from	time	to	time.
  High-Energy Weapons
  	
  High-energy	 weapons	 (plasma	 and	 fusion	 weapons)	 hurl	
  bolts	of	superheated	gas,	which	in	some	cases	proceeds	to	fusion.	
  They	are	devastating	in	effect,	but	in	many	cases	require	battle	
  dress	to	operate	due	to	the	weight	of	the	weapon	and	its	power	
  supply.	Higher-tech	weapons	include	gravitic	compensation,	and	
  can	 be	 used	 by	 an	 unarmored	 soldier.	 High-energy	 weapons	
  require	careful	maintenance,	since	a	containment	failure	poses	
  an	extreme	hazard	to	friendly	personnel.
  	
  WEApOn DESCRIpTIOnS By Tl
   
  The TL listed is the tech level at which the weapon is first 
  constructed.	A	higher-tech	version	may	become	available.	Such	
  more	advanced	weapons	are	often	more	robust,	ergonomic	and	
  “cool”	looking,	but	their	performance	is	much	the	same	as	the	
  basic	model.	
  Tl0 WEApOnS
   
  Axe, Stone: A	 simple	 weapon	 constructed	 by	 attaching	
  a	 weight	 (usually	 a	 rock)	 to	 a	 branch	 or	 bone	 handle.	 Similar	
  implements	can	be	constructed	from	high-tech	equipment	if	the	
  need	arises.	Length:	500mm	to	,000mm.
  
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  EQUIpmEnT
   
  Cudgel:	A	 basic	 stick	 used	 as	 a	 weapon.	 Easily	 obtained	
  from	standing	trees	or	through	the	use	of	an	unloaded	long	gun	
  such as a rifle or carbine (laser weapons are too delicate to be 
  used	as	cudgels).	Length:	,000mm	to	2,000mm.
   
  Dagger: A small knife weapon with a flat, two-edged blade 
  approximately	200mm	in	length.	Daggers	are	usually	carried	in	
  a	belt	sheath,	or	less	frequently	concealed	in	a	boot	sheath	or	
  strapped	 to	 the	 forearm.	 Daggers	 are	 usually	 as	 much	 a	 tool	
  as	a	last-resort	weapon	of	defense,	and	worn	constantly.	Each	
  weighs	250	grams;	that	weight,	however,	does	not	count	against	
  the	weight	load	of	the	character	as	the	weapon	is	worn	constantly	
  and	comfortably.
   
  Spear:	 A	 long	 (2,000-3,000mm)	 polearm	 with	 a	 pointed	
  tip,	usually	of	metal.	Often	made	by	the	person	who	carries	the	
  weapon,	the	spear	is	quite	inexpensive.
  	
  Sling: A	projectile	weapon	that	propels	small	stones	or	metal	
  bullets	using	rotational	energy.	Requires	a	certain	amount	of	skill	
  to	use	effectively.	
  Tl1 WEApOnS
   
  Axe, Battle: A	large	axe	with	one	or	two	blades,	the	battle	
  axe	is	cumbersome	to	carry	but	deadly.	Large	wood	axes	and	
  fire rescue axes have a similar performance. Length: 1,000mm to 
  2,000mm.
  	
  Axe, Hatchet: A	 light	 axe	 head	 on	 a	 short	 haft,	 hatchets	
  are	basic	work	tools	and	are	carried	as	sidearms	in	some	areas.	
  Length:	300mm	to	600mm.
  	
  Axe, Throwing: A	hatchet-like	weapon	balanced	for	throwing,	
  the	axe	has	a	short	range	but	heavy	impact.	It	can	double	as	a	
  hand-to-hand	weapon.	
  	
  Bow, Short: A	light	bow	with	a	weak	pull,	the	short	bow	is	
  primarily	a	hunting	weapon	but	sees	use	in	combat	from	time	to	
  time.	
   
  Javelin: A	short	spear	designed	for	throwing.	Javelins	can	
  be	pressed	into	service	as	spears,	and	vice	versa,	though	neither	
  is	ideal	outside	its	intended	role.	
  	
  knife, Throwing: A	 small	 blade	 weapon	 designed	 for	
  throwing,	a	knife	is	easy	to	conceal	and	carry.	Throwing	knives	
  can	double	as	hand-to-hand	weapons	but	are	not	very	effective.	
  Damage	is	d3	Lifeblood,	Piercing.	Length:	00mm	to	250mm.
   
  Mace, Heavy: A heavy metal weight (often spiked or flanged) 
  on	 a	 haft,	 the	 heavy	 mace	 is	 sometimes	 used	 in	 two	 hands.	
  Length:	 ,000mm	 to	 ,500mm.	 Heavy	 clubs	 such	 as	 baseball	
  bats	have	a	very	similar	performance.	
   
  Mace, Light: With	a	smaller	weight	and	a	shorter	haft	than	
  the	 heavy	 version,	 the	 light	 mace	 is	 a	 one-handed	 weapon	
  carried	as	a	sidearm	by	some	low-tech	troops.	Length:	500mm	to	
  ,000mm.
  	
  Morningstar Flail: A	spiked	mace	head	on	a	chain	attached	
  to a long haft, the Morningstar is a deadly battlefield weapon but 
  poses	a	severe	threat	to	an	untrained	user.	Length:	,500mm	to	
  2,000mm.
   
  Pike:	A	long	(3,000mm	to	4,000mm)	polearm	with	some	form	
  of flat blade tip. A long horseman’s lance may be very similar in 
  construction	to	a	pike.
   
  Sword: The standard long-edged weapon, featuring a flat, 
  usually	two-edged	blade.	It	may	or	may	not	have	a	basket	hilt	or	
  hand	protector.	A	scabbard	to	carry	the	sword	may	be	attached	to	
  the	belt,	or	to	straps	(or	a	sash)	over	the	shoulder.	Blade	length	
  may	vary	from	700mm	to	950mm.	Swords	are	constructed	in	many	
  shapes,	straight	or	curved,	designed	for	cutting	or	thrusting,	or	
  both. A fairly robust “gentleman’s sword,” an army officer’s dress 
  saber	and	a	martial	artist’s	katana	would	all	be	termed	“swords”	
  and	though	their	mode	of	use	varies	they	are	all	roughly	similar	in	
  terms	of	capability.
  Tl2 WEApOnS
   
  Black Powder Carbine: A short-barrelled rifle like weapon 
  (or an extremely large pistol), the carbine fires a pistol ball out to a 
  greater	effective	range.	Carbines	are	usually	carried	by	low-tech	
  cavalry	and	possibly	artillerymen.
  	
  Black Powder Musket: A basic infantry firearm, the musket 
  is	more	powerful	than	a	carbine	and	has	a	greater	range.
   
  Black Powder Pistol, Large: A	 long,	 heavy	 pistol	 that	 is	
  awkward	to	carry,	the	Large	Pistol	often	has	a	metal-shod	butt,	
  making	it	a	reasonable	cudgel	once	discharged.
  	
  Black Powder Pistol, Light:	A	 smaller	 weapon,	 the	 light	
  pistol	is	better	suited	for	carry	as	a	sidearm.	
   
  Black Powder Shotgun: Little	 different	 from	 a	 modern	
  shotgun	other	than	the	fact	that	it	uses	loose	ammunition	and	
  powder	 rather	 than	 cartridges,	 the	 black	 powder	 shotgun	 has	
  similar	performance	to	more	modern	versions.	
  	
  Broadsword:	The	largest	of	the	sword	weapons,	also	called	
  the	two-handed	sword	because	it	requires	both	hands	to	swing.	
  The	blade	is	extremely	heavy,	two-edged,	and	about	,000mm	
  to	 ,200mm	 in	 length.	The	 hilt	 is	 relatively	 simple,	 generally	 a	
  crosspiece	 only,	 with	 little	 basketwork	 or	 protection.	 When	
  carried,	the	broadsword	is	worn	in	a	metal	scabbard	attached	to	
  the	belt;	less	frequently,	the	scabbard	is	worn	on	the	back,	and	
  the	broadsword	is	drawn	over	the	shoulder.
   
  Halberd:	 A	 quite	 elaborate	 polearm	 featuring	 a	 pointed,	
  bladed	tip.	This	weapon	may	be	considered	to	be	a	combination	
  of	a	battle	ax	and	a	spear.
  	
  Long Bow: A	long	symmetrical	or	asymmetric	bow,	the	long	
  bow	is	a	powerful	low-tech	weapon.	The	stats	can	also	be	used	
  for	powerful	recurve	bows,	which	are	shorter	than	the	standard	
  longbow	stave.
   
  Military Crossbow: A	powerful	crossbow	weapon	capable	
  of	penetrating	even	ballistic	armor,	the	military	crossbow	is	easy	
  to	operate,	though	slow-loading.
  	
  Throwing Steel:	A	 range	 of	 small	 blades	 can	 be	 thrown,	
  including	 darts,	 stars	 and	 caltrops.	 They	 are	 not	 especially	
  damaging,	and	are	virtually	useless	against	armor.
  Tl3 WEApOnS
   
  Bayonet:	A	knife-like	weapon	similar	to	a	dagger	or	blade.	
  When not attached to a rifle, a bayonet is treated as a dagger 
  (or	blade),	carried	in	a	belt	scabbard,	and	requires	dagger	(or	
  blade)	skill	for	use	to	advantage.	When	attached	to	the	muzzle	of	
  a rifle (only, not carbine or auto rifle), it transforms the gun into a 
  polearm,	and	increases	the	length	of	the	weapon	by	200mm.
   
  Black Powder Rifle: Basically a musket with a rifled barrel, 
  the black powder rifle is slow-loading but accurate out to a 
  respectable	distance.
   
  Blade: A hybrid knife weapon with a heavy, flat two-edged 
  blade	 nearly	 300mm	 in	 length,	 and	 (often,	 but	 not	 always)	 a	
  semi-basket	handguard.	Because	of	the	bulk	of	the	handguard,	
  it	 is	 generally	 carried	 in	 a	 belt	 scabbard.	 Blades	 are	 as	 much	
  survival	tools	as	weapons,	and	are	often	found	in	emergency	kits,	
  lifeboats	etc.
   
  Crossbow, Repeating: A quick-firing crossbow cocked by a 
  lever	and	few	from	a	magazine	of	bolts,	repeating	crossbows	are	
  weak	and	somewhat	unreliable.	
   
  Crossbow, Sporting: A	light	crossbow	intended	mainly	for	
  hunting	 or	 shooting	 game,	 the	 sporting	 crossbow	 is	 quicker	 to	
  load	than	its	heavy	cousin.	
   
  Cutlass: A heavy, flat-bladed, single-edged weapon featuring 
  a	full	basket	hilt	to	protect	the	hand.	The	cutlass	is	the	standard	
  shipboard	blade	weapon	and	sometimes	kept	in	lockers	on	the	
  bulkhead	near	important	locations;	when	worn,	a	belt	scabbard	is	
  used.	Blade	length	varies	from	600mm	to	900mm.
  
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  EQUIpmEnT
   
  Foil:	Also	known	as	the	rapier,	this	weapon	is	a	light,	sword-
  like	weapon	with	a	pointed,	edged	blade	800mm	in	length,	and	a	
  basket	or	cup	hilt	to	protect	the	hand.	Foils	are	worn	in	scabbards	
  attached	to	the	belt.
  Tl4 WEApOnS
   
  Derringer: A	 simple	 single	 or	 double-barreled	 pistol,	 the	
  derringer	is	not	a	repeating	weapon;	each	barrel	must	be	reloaded	
  after firing.
   
  Revolver: An early handgun, the revolver fires 9mm bullets 
  with	characteristics	similar	to	those	used	by	the	automatic	pistol,	
  but	 not	 interchangeable	 with	 them.	 No	 magazine	 is	 used:	 six	
  cartridges	are	inserted	into	the	cylinder.	If	reloading	with	individual	
  ammunition,	three	rounds	can	be	inserted	each	round.	If	a	device	
  such	as	a	speedloader	is	used,	the	weapon	can	be	fully	reloaded	
  in	one	round.
  Tl5 WEApOnS
   
  Antitank Rifle: An oversized rifle weapon, normally bolt-
  action	 but	 sometimes	 semi-automatic,	 designed	 to	 attack	 hard	
  targets	 like	 primitive	 tanks	 and	 equipment.	 Can	 use	 armor-
  piercing	or	explosive	ammunition.	Ammunition	is	not	compatible	
  with any other weapon. This weapon is too bulky to fire on the 
  move;	it	must	be	rested	on	its	integral	bipod.
   
  Assault Pistol: An autopistol converted to fire bursts of fully 
  automatic fire. Highly inaccurate.
   
  Autopistol:	 Also	 referred	 to	 as	 a	 Semi-Automatic	 Pistol,	
  Automatic	Pistol	or	just	a	Pistol,	the	Autopistol	is	a	basic	repeating	
  handgun. One cartridge is fired for each pull of the trigger. 
  Autopistol	 ammunition	 is	 interchangeable	 with	 submachinegun	
  ammunition	(although	magazines	are	not).	Preloaded	magazines	
  may	 be	 inserted	 into	 an	 empty	 pistol,	 requiring	 one	 combat	
  round.
   
  Carbine: A short type of rifle firing a small caliber round. A 
  magazine	 containing	 ten	 rounds	 is	 inserted	 into	 the	 underside	
  of	the	carbine	ahead	of	the	trigger	guard	or	behind	the	handgrip	
  (this configuration is referred to as “Bullpup,” and in some 
  localities	 carbines	 may	 be	 referred	 to	 as	 Bullpups),	 and	 one	
  round is fired with each pull of the trigger. Replacement of an 
  empty	magazine	takes	one	combat	round.	Carbine	ammunition	is	
  not	interchangeable	with	any	other	type	of	ammunition.
   
  In essence, a carbine is a short rifle, firing a cartridge of 
  smaller,	lighter	caliber.	A	sling	usually	allows	the	carbine	to	be	
  carried	on	the	shoulder,	out	of	the	way.
  	
  Flamethrower: A	 crude	 device consisting	 of	 fuel	 tanks,	
  a	 compressor	 and an aimable nozzle, the flamethrower is a 
  devastating	weapon	that	can	be	hazardous	to	its	user	and	her	
  comrades. Early flamethrowers are prone to leaks and even 
  explosions;	more	advanced	versions	are	a	little	safer	but	remain	
  vulnerable to enemy fire. Flamethrowers are often used as area-
  clearance	weapons.
   
  Rifle: The standard military firearm, firing a 7mm, 10 gram 
  bullet	 at	 a	 velocity	 of	 approximately	 900	 meters	 per	 second.	
  Longer	 and	 heavier	 than	 a	 carbine,	 it	 is	 also	 more	 effective.	
  Standard	equipment	includes	provisions	for	attaching	a	bayonet	
  and	telescopic	sights,	and	a	shoulder	sling.
  	
  A	 twenty-round	 magazine	 is	 attached	 to	 the	 front	 of	 the	
  trigger guard, and one round is fired with each pull of the trigger. 
  Replacement	of	the	empty	magazine	takes	one	combat	round.	
  Rifle ammunition may also be used in automatic rifles; rifle and 
  auto rifle magazines are interchangeable, and weigh the same.
  	
  Shotgun, Combat:	The	basic	weapon	for	maximum	shock	
  effect	 without	 regard	 to	 accuracy.	 The	 shotgun	 has	 an	 8mm	
  diameter barrel and fires shells containing either six 7mm bullets, 
  or	one	hundred	and	thirty	3mm	pellets.	Velocity	for	the	projectiles	
  is	 about	 350	 meters	 per	 second.	A	 cylindrical	 magazine	 rests	
  under	 the	 barrel	 and	 parallel	 to	 it.	 This	 magazine	 is	 normally	
  loaded	 with	 individual	 rounds	 (at	 the	 rate	 of	 three	 shells	 per	
  combat	 round)	 and	 typically	 holds	 six	 rounds.	 Some	 versions	
  of	the	combat	shotgun	use	detachable	magazines	holding	up	to	
  ten	rounds,	but	these	are	bulky	and	awkward	to	carry.	Changing	
  detachable	magazines	takes	one	round.	Many	combat	shotguns	
  are semi-automatic, firing one round per pull of the trigger. Some 
  (and	all	before	TL6)	use	a	pump-action	system,	whereby	the	user	
  manually chambers a round before firing. 
   
  Shotguns are available in various configurations. Short 
  versions	with	no	stock	and	a	small	magazine	(3-4	rounds)	are	
  popular	as	backup	weapons	or	for	close	combat.
  	
  Magazines	measure	approximately	350mm	long	by	20mm	in	
  diameter	and	are	quite	clumsy	to	carry.
  	
  Shotguns	are	equipped	with	a	sling	for	carrying.
  	
  Shotgun, Sawn-off: A	 sporting	 shotgun	 with	 the	 barrels	
  greatly	 shortened	 and	 the	 stock	 removed,	 the	 sawn-off	 has	 a	
  very	short	range	but	a	wide	spread	of	shot.	Its	primary	value	is	
  intimidation.
  	
  Shotgun, Sporting: A	double	or	single	barreled	shotgun	for	
  hunting	purposes,	the	sporting	shotgun	uses	standard	shotgun	
  ammunition. Each barrel must be manually reloaded after firing. 
  Two	barrels	can	be	reloaded	per	combat	round.
  	
  Speargun: An	 underwater	 weapon	 launching	 a	 harpoon	
  or	 spear	 using	 compressed	 gas.	 The	 spear	 may	 or	 may	 not	
  be	attached	to	the	gun	by	a	line.	Spearguns	must	be	manually	
  reloaded	 after	 every	 shot,	 which	 is	 a	 full	 move	 action.	 Spears	
  weigh	kg	and	cost	Cr0.
  	
  Submachinegun: A small automatic weapon designed to fire 
  pistol	ammunition.	Magazines	holding	30	cartridges	are	inserted	
  into	the	weapon	forward	of	the	trigger	guard	or	in	the	pistol	grip,	
  depending on the design. The gun fires a burst of four rounds per 
  pull	of	the	trigger.	Replacement	of	an	empty	magazine	requires	
  one	combat	round.
  	
  Submachinegun	 ammunition	 (but	 not	 magazines)	 is	
  interchangeable	with	autopistol	ammunition.
  	
  Most	submachineguns	are	equipped	with	slings	for	ease	of	
  carrying.	Some	are	small	enough	to	be	carried	in	a	shoulder	or	
  hip	holster.
  Tl6 WEApOnS
   
  Autopistol, Light: A	lightweight,	small-caliber	version	of	the	
  standard	autopistol,	the	light	autopistol	has	a	smaller	recoil	and	
  greater	concealability,	though	magazine	capacity	is	low.
   
  Automatic Rifle (Autorifle): A highly refined and tuned 
  version of the rifle, capable of full automatic fire as well as semi-
  automatic shots. Normally, the automatic rifle fires bursts of four 
  bullets	for	each	pull	of	the	trigger.	It	may	be	switched	to	semi-
  automatic fire at the end of a combat round, after all firing, in 
  which case it is treated as a rifle until switched back to burst 
  mode.	Ammunition	and	magazines	are	identical	to	those	used	for	
  the rifle.
  	
  General Purpose Machine Gun (GPMG): A	light	support	
  weapon	fed	by	a	belt	of	ammunition.	Basically	the	same	as	the	
  LMG	(below)	but	purpose	designed	as	a	support	weapon	rather	
  than being an overgrown rifle. The GPMG is therefore slightly 
  more robust and capable of more sustained fire.
  	
  Light Machine Gun (LMG):	A	 heavier	 belt-fed	 version	 of	
  the automatic rifle. Reloading takes 3 rounds if the weapon is 
  manned	by	a	single	individual,	one	round	if	a	loader	is	present.	
  The LMG fires up to a 20-round burst each combat round.
  	
  Revolver, Light: A	 small-caliber,	 lightweight	 version	
  of	 the	 standard	 revolver.	 The	 light	 revolver	 is	 slightly	 more	
  concealable.	
  	
  Revolver, Heavy:	A	 large-caliber	 or	 “Magnum”	 version	 of	
  a	 standard	 weapon,	 the	 heavy	 revolver	 is	 a	 large	 and	 robust	
  
  58
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  EQUIpmEnT
  handgun	with	fearsome	recoil	and	good	intimidation	capabilities.	
  It	is	loaded	in	the	same	manner	as	all	other	revolvers.	
  	
  Rifle, Hunting:	A	powerful	and	accurate	bolt-action	or	semi-
  automatic rifle fed from an internal magazine. Reloading is at 
  the rate of 3 rounds per combat round. Most “sniper” rifles have 
  similar characteristics to the hunting rifle.
  	
  Rifle, Survival: The rather puny “survival rifle” is a simple 
  double-barreled,	 collapsible	 weapon	 included	 in	 survival	 kits.	
  It can fire a weak rifle cartridge (not compatible with other rifle 
  ammunition)	from	one	barrel	(d6	damage)	or	a	shotgun	cartridge	
  from the other. The latter is treated as a flechette round, and does 
  2d4	damage	out	to	2	meters	and	d4	after	that.	It	is	only	any	use	
  for	knocking	over	small	game.
  Tl7 WEApOnS
  	
  Assault Rifle:	A	lighter	and	less	expensive	version	of	the	
  automatic rifle.
   
  Crossbow, Advanced: A	 modern	 version	 of	 the	 sporting	
  crossbow	 using	 advanced	 materials.	 It	 is	 functionally	 little	
  different.
  	
  Disposable Launcher:	 A	 lightweight,	 self-contained,	
  disposable,	 non-reusable	 version	 of	 the	 Grenade	 Launcher.	
  Disposable Launchers are designed to fire HEAP grenades only. 
  They	are	also	known	as	Light	Antitank	Weapons	(LAW)	or	Light	
  Anti-	Armor	Weapons	(LAAW).
  	
  Grenade Launcher:	Allows	users	to	lob	grenades	at	ranges	
  far	exceeding	normal	throwing	distance.	Unlike	artillery,	grenade	
  launchers	rely	on	the	destructive	power	of	the	warhead	alone,	as	
  there	is	little	kinetic	energy	behind	their	attack.	Grenade	launchers	
  may be fired once per round as a standard attack action, and 
  require a move action to reload. A grenade launcher may fire any 
  type	of	grenade,	up	to	a	maximum	distance	of	,000	meters.	A	
  grenade launcher may be attached to an assault rifle for the cost 
  of the assault rifle and the grenade launcher plus an additional 
  Cr50.	
  	
  Heavy Submachinegun: A	 version	 of	 the	 standard	 SMG	
  designed	to	use	larger	caliber	ammunition.	More	powerful,	but	
  almost as large as an assault rifle, heavy SMGs are not popular. 
  Ammunition	is	not	compatible	with	standard	SMGs.
  	
  Infantry Recoilless: A	 light	 support	 weapon	 capable	 of	
  launching	projectiles	similar	in	performance	to	RAM	grenades,	
  the Infantry recoilless is a direct-fire weapon crewed by two 
  people and fired from a tripod.
  	
  Micro-Submachinegun: A	tiny	submachinegun,	little	larger	
  than a pistol, designed to fire small-caliber ammunition. Carried 
  as	a	sidearm	instead	of	a	pistol	by	some	personnel.
  	
  Shotgun, Assault: A	 heavy	 shotgun	 fed	 from	 a	 7-round	
  detachable	box	or	a	bulky	20-round	drum,	the	assault	shotgun	
  is capable of semi-automatic or burst fire. It uses the same 
  ammunition	 as	 other	 shotguns.	 Reloading	 with	 either	 type	 of	
  magazine	takes	one	round.
  	
  Stun Gun: A	short-range	weapon	that	delivers	a	non-lethal	
  electric	shock	to	the	victim,	rendering	him	helpless	for	a	short	
  time.
  	
  Tl8 WEApOnS
   
  Autopistol, Heavy: A	 large-caliber	 or	 “magnum”	 version	
  of	the	Autopistol,	the	Heavy	Autopistol	is	bulky	and	has	limited	
  ammunition	capacity,	but	it	hits	hard	and	has	good	intimidation	
  value.
   
  Axe, Boarding: A	modern	version	of	the	halberd	with	a	short	
  haft,	the	boarding	axe	is	a	combination	of	axe	and	spear	for	close	
  assault	work.	Most	have	an	optional	spade	head,	which	can	be	
  swapped	for	the	axe	in	a	few	seconds.	
   
  Laser Carbine: A lightweight version of the laser rifle, firing 
  high	energy	bolts	using	current	from	a	backpack	battery/power	
  pack. The laser carbine fires a 2mm beam of energy, aimed by 
  integrated	optic	sights.	The	power	pack	is	capable	of	producing	
  50	 shots	 before	 it	 requires	 recharging.	 Recharging	 requires	 at	
  least	eight	hours	connected	to	a	high-energy	source.	The	laser	
  carbine	is	connected	to	the	power	pack	by	a	heavy-duty	cable.
  	
  Light Assault Gun (LAG):	 Essentially	 a	 heavy	 (20mm	
  caliber) rifle fed by a 5-round magazine. Requires the firer to 
  have	STR	4+	(unless	in	battle	dress)	or	suffer	–2	to	hit	due	to	
  the	weight	and	recoil.	The	LAG	can	use	a	variety	of	ammunition	
  types.	
  	
  RAM Launcher: Designed to fire RAM grenades, allowing 
  for	targets	as	far	away	as	,000	meters.	See	RAM	Grenades.	
  The RAM grenade launcher holds a 3 round clip that may be fire 
  at	a	rate	of	one	round	per	pull	of	the	trigger.	Reloading	the	RAM	
  grenade	launcher	is	considered	a	move	action.
  	
  Shotgun, Military: A	 semi-automatic	 weapon	 fed	 from	
  a	 detachable	 magazine,	 the	 military	 shotgun	 uses	 different	
  ammunition	 to	 other	 shotgun	 types.	 It	 can	 be	 reloaded	 in	 one	
  round.
  	
  Snub Pistol: A	low-velocity	autopistol	designed	for	shipboard	
  and	 zero-g	 environments.	 Snub	 weapons	 can	 use	 a	 range	 of	
  ammunition	types.
  	
  Snub Revolver:	A	 low	 velocity	 revolver	 designed	 for	 use	
  shipboard	and	in	zero-g	environments.
  	
  Snub SMG: Submachinegun	 version	 of	 the	 snub	 pistol	
  intended	for	shipboard	combat.
  	
  Thud Gun: A single-shot discharger firing a heavy but soft 
  projectile	for	non-lethal	knockdown.	Damage	is	Stamina	only.
  Tl9 WEApOnS
  	
  Accelerator Rifle: Designed specifically for zero-g combat, 
  the accelerator rifle fires a specially designed round which upon 
  leaving	 the	 barrel	 is	 accelerated	 by	 a	 secondary	 propelling	
  charge. Normally the rifle fires bursts of three rounds per pull of 
  the trigger, but may be adjusted to fire single rounds.
  	
  Body Pistol:	 A	 small,	 non-metallic	 semiautomatic	 pistol	
  designed	 to	 evade	 detection	 by	 most	 weapon	 detectors.	 One	
  cartridge is fired for each pull of the trigger. Pre-loaded magazines 
  may	be	inserted	into	the	pistol	when	it	is	empty,	taking	one	combat	
  round	to	do	so.	Body	pistol	ammunition	is	not	interchangeable	
  with	the	ammunition	for	any	other	types	of	guns.
  	
  Body Pistol, Heavy:	A	 single	 or	 double-barrel	 version	 of	
  the body pistol firing a single large cartridge in the manner of a 
  derringer.	Heavy	Body	pistol	ammunition	is	not	interchangeable	
  with	the	ammunition	for	any	other	types	of	guns.
  	
  Disposable Guided Launcher: Similar	 to	 the	 standard	
  disposable	 launcher,	 the	 disposable	 guided	 launcher	 uses	 a	
  missile	 with	 multimode	 tracking,	 capable	 of	 attacking	 armor	 or	
  aircraft. It is a “fire-and-forget” weapon, self-homing on the target 
  after	 launch.	 The	 disposable	 carry/launch	 tube	 cannot	 be	 re-
  used.
  	
  Flame Rifle: An advanced version of the flamethrower, 
  the flame rifle uses a smaller amount of more efficient fuel for 
  a	similar	effect.	It	is	self-contained,	fed	from	a	bulky	tank	under	
  the weapon. Flame rifles are somewhat less prone to disaster 
  than backpack-type flamethrowers, but many users cite their self-
  contained	nature	as	their	best	feature	–	the	user	is	not	strapped	
  to	the	weapon	but	can	throw	it	away	at	need.
   
  Laser Rifle: The standard high-energy weapon, firing energy 
  bolts	in	the	same	manner	as	the	laser	carbine.	Heavier,	the	laser	
  rifle is also capable of longer sustained action, and is somewhat 
  sturdier.	The	standard	power	pack	can	provide	00	shots	before	
  recharging. As with the laser carbine, the laser rifle is connected 
  to the power pack by a heavy-duty cable. Laser rifle power packs 
  can	be	used	with	carbines	or	pistols,	but	the	opposite	is	not	true.
  	
  Revolver, Ultra: An enormous version of the revolver firing 
  
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  EQUIpmEnT
  a	massive,	overpowered	cartridge,	Ultra	Revolvers	are	normally	
  fed	by	a	4-round	internal	cylinder	which	is	reloaded	like	any	other	
  revolver.
  Tl10 WEApOnS
  	
  Advanced Combat Rifle (ACR):	A	progressive	development	
  of the assault rifle. The ACR is also designed to fire RAM 
  grenades. A single RAM grenade may be fired per round as a 
  standard	attack	action,	with	reloading	considered	a	move	action.	
  ACRs	are	available	in	light	and	heavy	versions,	depending	upon	
  the	 preferences	 of	 the	 designers.	 Heavy	 versions	 use	 a	 more	
  powerful	round.
  	
  Hand Flamer: A smaller version of the flame rifle, the hand 
  flamer’s short nozzle makes it handy in room-clearance operations 
  but	also	poses	a	greater	hazard	to	the	user.	Capacity	is	small	and	
  range	short,	rendering	these	weapons	rather	less	than	useful	on	
  the battlefield.
  	
  Light Tac Launcher: A	 tripod-mounted	 support	 weapon	
  capable of firing battlefield tactical (tac) missiles. Tac launchers 
  use	 a	 powerful	 missile;	 some	 versions	 have	 a	 small	 nuclear	
  warhead,	though	the	use	of	such	munitions	is	rather	rare.	
  Tl12 WEApOnS
  	
  Gauss Rifle:	The	ultimate	development	of	the	slug	thrower,	
  the gauss rifle generates an electromagnetic field along the length 
  of	the	barrel	that	accelerates	a	bullet	to	high	velocities.	The	round	
  itself	consists	of	a	dense	armor	piercing	core	surrounded	by	a	
  softer	metal	covering,	ending	in	a	hollow	point,	giving	the	round	
  excellent	 stopping	 power	 and	 good	 armor	 penetration.	 Gauss	
  rifles are also designed to fire RAM grenades. A single RAM 
  grenade may be fired per round as a standard attack action, with 
  reloading	considered	a	move	action.
  	
  Gauss Rifle, Sniper: A	 super-accurate	 version	 of	 the	
  standard infantry gauss rifle.
  	
  Laser Pistol:	A	pistol	equivalent	of	the	laser	carbine,	though	
  still	dependent	on	an	external	power	pack.
  	
  Plasma Gun, Man Portable (PGMP-12):	 The	 weapon	
  consists of a power pack carried on the firer’s back, the weapon 
  itself, and a flexible power link. The powerpack powers a laser 
  ignition	system	in	the	weapon	itself,	which	heats	hydrogen	fuel	to	
  a	plasma	state.	The	plasma	is	contained	in	the	ignition	chamber	
  briefly and then released through a magnetically focused field 
  along	 the	 weapon’s	 barrel.	 The	 initial	 plasma	 jet	 is	 2cm	 in	
  diameter	 but	 begins	 to	 dissipate	 rapidly.	 Each	 powerpack	 has	
  sufficient energy to discharge 40 plasma bolts before recharging 
  is	required.	Each	pull	of	the	trigger	discharges	one	plasma	bolt.	
  Because of the recoil of this weapon, it may only be fired once 
  every	two	rounds.	Damage	is	reduced	to	one-half	at	5-7	range	
  bands,	and	one-quarter	at	8	range	bands	or	more.
  	
  Spurt Gun: An	illegal	and	unreliable	weapon,	the	spurt	gun	
  is a small disposable pistol that fires 200 small ceramic balls in a 
  single burst, becoming very hot in the process. The firer takes one 
  point	of	Lifeblood	damage	if	the	weapon	is	dropped	immediately	
  after firing, and 1d3 more if he keeps hold of it. After firing, the 
  spurt	gun	is	effectively	destroyed	and	useless.
  Tl13 WEApOnS
  	
  Gauss Flamer: An alternative to the standard flame weapon, 
  the gauss flamer (also known as a Gauss-Thermite Superflamer, 
  or GTS) accelerates metallic flechettes to high speed and ignites 
  them,	 creating	 a	 cone	 of	 incredible	 heat.	 Spread	 is	 somewhat	
  erratic	however.	For	this	and	other	reasons,	plasma	weapons	are	
  generally	preferred.
  	
  Gauss Pistol: An	 advanced	 weapon	 using	 electrometric	
  acceleration	to	propel	metal	darts,	the	gauss	pistol	is	a	common	
  sidearm	in	high-tech	military	forces.	The	detachable	magazine	
  contains	a	battery	to	power	the	weapon,	which	can	be	reloaded	
  in	one	combat	round.	Gauss	pistols	can	use	semi-automatic	or	
  burst fire modes.
  	
  Gauss Shotgun: A	high-tech	close	assault	weapon	using	
  gauss	technology	to	launch	bundles	of	needles	in	the	manner	of	
  an	assault	shotgun.	Range	is	short	but	the	effects	are	deadly.
  	
  PGMP-13:	Designed	to	be	used	exclusively	with	battle	dress	
  armor.	The	 strength	 enhancement	 units	 of	 the	 armor	 serve	 as	
  a recoil carriage, allowing the weapon to be fired each round. 
  Damage	 is	 reduced	 to	 one-half	 at	 5-7	 range	 bands,	 and	 one-
  quarter	at	8	range	bands	or	more.
  Tl14 WEApOnS
  	
  Fusion Gun, Man Portable (FGMP-14):	Similar	in	design	
  and	function	to	the	PGMP,	differing	only	in	that	it	contains	the	
  plasma	slightly	longer	until	a	fusion	reaction	begins	to	take	place.	
  The	weapon	is	therefore	somewhat	more	powerful	than	a	plasma	
  gun,	and	may	only	be	used	by	individuals	wearing	battle	dress.	
  May still only be fired once every two rounds. Damage is reduced 
  to	one-half	at	5-7	range	bands,	and	one-quarter	at	8	range	bands	
  or	more.
   
  PGMP-14: The	ultimate	development	of	the	plasma	gun,	the	
  PGMP-14 incorporates a gravitic field generator that provides 
  near	 total	 recoil	 compensation.	 This	 enables	 personnel	 not	 in	
  powered armor to both carry and fire the weapon every round. 
  The	weight	listed	before	the	slash	is	the	weight	of	the	weapon	
  with the gravity field generator off, the weight listed after the slash 
  is with the gravity field generator on. Damage is reduced to one-
  half	at	5-7	range	bands,	and	one-quarter	at	8	range	bands	or	
  more.
  Tl15 WEApOnS
  	
  FGMP-15: Incorporates a gravitic field generator similar to 
  that used on the PGMP-14, allowing use by firer’s wearing non-
  powered	armor	every	round.	The	weight	listed	before	the	slash	
  is the weight of the weapon with the gravity field generator off, 
  the weight listed after the slash is with the gravity field generator 
  on.	Damage	is	reduced	to	one-half	at	5-7	range	bands,	and	one-
  quarter	at	8	range	bands	or	more.
  nOn-STAnDARD AmmUnITIOn
  	
  In	addition	to	the	standard	ammunition	available	for	weapons,	
  some	weapons	may	use	the	following	non-standard	ammunition:
  	
  Flechette Rounds: These rounds break apart in flight 
  releasing	 numerous	 small,	 sharp	 shards	 of	 metal,	 increasing	
  the chance of hitting the target, (+2) but inflicting considerably 
  less	damage	(replace	each	damage	die,	of	any	type,	with	d4).	
  Flechette	rounds	are	useless	against	armored	opponents.	Cost	is	
  x2	per	round.
  	
  High-Explosive (HE) Rounds:	These	rounds	are	designed	
  to explode once they penetrate a target, inflicting +1 die of 
  damage.	Cost	is	x0	per	round.
  	
  Armor Piercing (AP) Rounds:	As	the	name	implies,	these	
  rounds are specifically designed to penetrate ballistic cloth and 
  other	 types	 of	 armor.	 Reduce	 the	 target’s	 AC	 bonus	 for	 any	
  natural	 or	 manufactured	 armor	 by	 –	 per	 penetration	 bonus	
  of	the	round.	Cost	is	(x	3	plus	x	per	penetration	bonus	of	the	
  round).	 For	 example	 a	 +2	AP	 round	 has	 a	 penetration	 bonus	
  of	2	and	cost	5	times	(x3	+x2)	the	normal	price	of	a	round	for	
  the given weapon. Armor-piercing ammunition intended for rifle 
  and	carbine	weapons	can	have	a	bonus	equal	to	half	the	tech	
  level	 it	 was	 manufactured	 at,	 rounding	 fractions	 up.	 Handgun	
  and	SMG	rounds	may	have	a	maximum	AP	bonus	of	/4	the	TL	
  the	 ammunition	 was	 manufactured	 at,	 rounding	 up.	 Standard	
  AP	 rounds	 are	 not	 useful	 in	 snub	 weapons,	 so	 HEAP	 is	 used	
  
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  EQUIpmEnT
  instead.
  	
  Tranquilizer Rounds:	 The	 target	 must	 make	 a	 Fortitude	
  save	vs.	DC5	or	fall	unconscious.	Save	is	made	at	+	DC	per	
  round	hitting	the	target.
  	
  Buckshot:	 Buckshot	 has	 a	 very	 short	 range	 but	 is	 highly	
  lethal.	At	up	to	3	meters,	buckshot	will	hit	any	single	target	for	
  3d6	damage.	At	up	to	6	meters,	it	will	hit	any	single	target	for	
  2d6 damage. Beyond 6 meters, buckshot inflicts 1d6 damage on 
  anyone	in	a	2	meter	wide	path	out	to	its	maximum	range.	However,	
  buckshot	ammunition	penetrates	very	poorly	and	suffers	a	penalty	
  against	armor	of	-2	PV	(and	an	additional	–	PV	per	range	band	
  after the first in addition to normal range penalties).
  	
  HEAP: High-explosive	armor	piercing	ammunition	is	available	
  for	snub	weapons.	It	is	designed	to	offset	the	low	velocity	of	the	
  round	with	a	shaped	explosive	effect,	enabling	snub	weapons	to	
  punch through armor. Treat snub HEAP as standard AP fired from 
  a	normal	handgun,	but	maximum	bonus	is	equal	to	half	the	TL	of	
  the	round,	rounding	fractions	up.	Cost	is	x20	per	round.
  	
  Stunbag or Baton: Available	for	shotguns	and	dischargers,	
  stunbag	rounds	cost	x3	per	round,	and	deliver	their	damage	to	
  Stamina	rather	than	Lifeblood.	
  AmmUnITIOn pERmITS
  	
  No	special	permits	are	required	for	most	ammunition	types;	
  they	are	legal	where	the	weapon	that	uses	them	is	legal.	
  	
  Snub	 HEAP	 rounds	 require	 a	 Category	 3	 (paramilitary)	
  permit,	since	they	can	penetrate	light	armor.
  	
  Armor-piercing	 rounds	 require	 a	 permit	 according	 to	 their	
  capability:
  •
  Up to +3:	Category	3	(paramilitary)
  •
  +3 to +6:	Category	4	(military)
  •
  +7 or more:	Category	5	(military)
  •
  High-Explosive Rounds	 require	 a	 Category	 4	 (military)	
  permit.
  ACCESSORIES
  	
  The	following	special	accessories	are	generally	available	for	
  the	various	weapons.
   
  Telescopic Sights (800	 grams;	 Cr200;	 TL6):	 High-quality	
  telescopic	sights	for	attachment	to	weapons,	for	increasing	their	
  accuracy,	especially	at	longer	ranges.	A	weapon	equipped	with	
  such	sights	effectively	doubles	its	normal	range	increment.
  	
  Telescopic	sights	are	delicate,	however,	and	may	be	jarred	
  out	of	alignment	by	any	violent	action	(such	as	being	left	untended	
  in	a	moving	truck,	a	close	explosion,	or	being	dropped)	on	a	basic	
  check	(DC2).	When	the	sights	go	out	of	adjustment,	the	basic	
  throw to hit should not be revealed to the firer, and he or she will 
  always	miss.
  	
  Electronic Sights (,500	grams;	Cr2000;	TL9):	Electronic	
  sights with image enhancement and light intensifications 
  capabilities	are	available	to	provide	the	capability	to	see	and	hit	
  in	the	dark.	Treat	any	low-light	conditions	as	normal	lighting	for	
  weapons	equipped	with	such	sights.	These	sights	are	treated	like	
  telescopic	sights	for	damage	and	reliability,	and	function	similarly,	
  but	do	not	increase	the	weapon’s	range	increment.
  	
  Electronic Telescopic Sights	(800	grams;	Cr3000;	TL9)	
  Electronic	sights	combining	the	capabilities	of	both	electronic	and	
  telescopic	sights.	They	are	still	rather	fragile.	
  	
  Toughened Sights: Ruggedized	 versions	 of	 these	 sights	
  are	 available	 at	 one	 tech	 level	 higher,	 and	 at	 .5	 x	 the	 cost.	
  Ruggedized	sights	of	this	sort	are	extremely	tough;	they	can	be	
  used	to	hit	someone	over	the	head	and	will	remain	accurate.
   
  Pistol Silencer (600	 grams;	 Cr200;	 TL6):	 Devices	 are	
  available which will muffle or eliminate the sound of guns firing, 
  but	 so	 far	 they	 have	 proven	 practical	 only	 when	 applied	 to	
  body	pistols,	a	very	small	number	of	specially	made	revolvers,	
  automatic	pistols	and	submachine-guns.	A	silencer	attaches	to	
  the	muzzle	of	the	pistol,	increasing	its	total	length,	and	making	it	
  impossible	to	holster	until	the	silencer	is	removed.	Silencers	are	
  not interchangeable; one must be purchased for each specific 
  model	of	pistol	used.
  	
  Rifle Suppressor (kg;	Cr500).	It	is	possible	to	more	or	less	
  silence a rifle, though this requires dropping the muzzle velocity 
  to	subsonic	levels,	which	imposes	a	reduction	in	damage	of	–	
  point	 per	 die.	 Special	 ammunition	 must	 be	 used,	 which	 costs	
  double	the	price	of	normal	ball	rounds.	
   
  Shoulder Stocks (,000	grams;	Cr75;	TL5):	It	is	possible	to	
  produce	a	shoulder	stock	that	may	be	attached	temporarily	to	a	
  pistol	or	revolver,	resulting	in	a	crude	carbine	arrangement	and	
  some greater accuracy at longer ranges. Ignore the first range 
  penalty incurred when firing a pistol or revolver equipped with 
  such	a	stock.	The	overall	length	of	the	pistol	is	increased	by	the	
  length	of	the	stock,	and	the	pistol	cannot	be	holstered.	Attaching	
  the stock (or detaching it) requires five combat rounds. 
   
  Folding Stocks (500 grams; Cr100; TL6): Carbines, rifles, 
  and	shotguns	can	be	equipped	with	folding	stocks	which	make	it	
  possible	to	reduce	the	overall	length	of	the	weapon	by	300mm.	
  	
  Laser Dot Pointer: A	small	laser	projector	can	be	built	into	a	
  projectile	weapon	to	indicate	where	the	round	will	be	placed.	This	
  costs	Cr250	per	weapon	so	converted.	Weight	is	negligible.	A	dot	
  pointer gives a +2 bonus to hit within the weapon’s first range 
  increment.
  	
  HUD Conversion: A	 weapon	 can	 be	 converted	 so	 that	 a	
  reticule	showing	where	its	projectile	is	aimed	can	be	displayed	
  on	a	personal	Heads-Up	Display	unit.	Converting	a	weapon	in	
  this	manner	takes		hour	and	costs	Cr500	in	addition	to	the	price	
  of	the	HUD.	The	conversion	has	negligible	weight.	A	HUD	gives	
  a	+3	bonus	to	hit	at	all	ranges,	but	is	not	compatible	with	other	
  aiming	systems	such	as	telescopic	sights	or	a	laser	dot	pointer.
  mISSIlES, gREnADES AnD ExplOSIVES
  	
  Explosives	and	other	devices	can	be	propelled	to	their	target	
  by	a	variety	of	means.	They	can	be	thrown,	launched	as	indirect	
  projectiles	by	a	launcher,	accelerated	some	of	the	way	by	a	rocket	
  or	similar	engine,	and	in	some	cases	can	be	guided	to	their	target	
  by	various	means.	They	are	military	weapons,	and	are	legal	for	
  military/police	use	only	except	at	the	lowest	law	levels.
  HAnD gREnADES
  	
  The	 majority	 of	 grenades	 are	 hand-thrown.	At	 lower	 tech	
  levels	(up	to	9)	they	are	mechanically	fused.	The	normal	mode	of	
  operation	is	to	have	dual	trigger.	The	user	removes	a	safety	pin,	
  holding	down	a	spring-loaded	lever	or	“spoon”	while	the	grenade	
  is	held.	Once	it	is	thrown,	the	lever	is	no	longer	held	in	place	and	
  the	fuse	(normally	2-5	seconds)	is	initiated.	After	the	preset	delay,	
  the	grenade	bursts	or	ignites.	Pins	can	be	reinserted,	making	the	
  grenade	safe,	so	long	as	the	lever	has	not	been	released.
  	
  At	 TL9	 and	 above,	 electronic	 fusing	 is	 standard.	 This	
  electronic	version	of	the	pin	and	fuse	allows	grenades	to	be	set	
  for	 a	 time	 delay	 between	 -0	 seconds	 after	 throwing.	Again,	
  a	 spring-loaded	 lever	 is	 normally	 used	 to	 prevent	 accidental	
  discharges.	A	 more	 sophisticated	 Multimode	 Fusing	 System	 is	
  available,	which	doubles	the	cost	of	the	grenade	and	raises	the	
  accident	rate	under	combat	conditions	somewhat.	With	MFS,	a	
  grenade	can	be	set	for	timed	delay,	or	to	explode	on	impact	(there	
  is	a	short	“arming”	distance	in	case	the	grenade	is	dropped,	but	
  this	is	not	00%	reliable).	Impact	fusing	is	very	hazardous	to	the	
  user.	Long-delay	timed	fusing	is	also	possible,	as	is	“trembler”	
  fusing,	 which	 allows	 a	 primed	 grenade	 to	 be	 left	 behind	 as	 a	
  
  6
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  EQUIpmEnT
  booby	trap,	to	detonate	if	it	is	disturbed.	Finally,	MFS	grenades	
  can	be	part	of	a	remote-controlled	defensive	system,	detonated	
  at	will	from	a	central	command	position.	
  	
  Hand	 grenades	 are	 available	 in	 all	 types	 except	 HEAP,	
  Parachute	Flare,	Baton	and	Multiple	Projectile.
  lAUnCHED gREnADES
   
  Grenades fired from a launcher are sent on their way by 
  a	 charge	 in	 the	 same	 manner	 as	 a	 bullet.	After	 that	 they	 are	
  unpowered	 and	 unguided,	 traveling	 in	 a	 high	 arc	 to	 drop	 onto	
  the	 target.	 Grenade	 launchers	 can	 be	 standalone	 weapons,	
  fitted under a rifle, or even belt-fed support weapons. Launched 
  grenades	have	a	minimum	safe	distance	within	which	they	will	
  not	arm.	The	unarmed	grenade	is	still	a	heavy	object	moving	fast,	
  and will do 2d6 damage to anyone stuck by it. The projectiles fired 
  from	the	Infantry	Recoilless	can	be	considered	to	the	launched	
  grenades,	though	their	trajectory	is	not	so	high.
  	
  Grenades	designed	to	be	launched	in	this	manner	include	all	
  types	listed	below.	
  	
  ROCKET ASSISTED mUlTI-pURpOSE (RAm) gREnADES
  	
  RAM	grenades	have	a	built-in	booster	system,	which	ignites	
  upon firing, vastly increasing the velocity (and thus the range) of 
  the round. RAM grenades may be fired from special launchers 
  and as rifle grenades from the ACR and the gauss rifle. RAM 
  grenades	are	available	in	most	types:	Flechette/Fragmentation,	
  HEAP,	Smoke,	Tranquilizer,	Incendiary,	Baton,	Multiple	Projectile,	
  Illuminating	and	Aerosol.
  ROCKETS AnD mISSIlES
  	
  Some	weapons	launch	a	missile	with	a	warhead	equivalent	
  to a RAM grenade, but moving in a flatter trajectory propelled by 
  rockets,	and	guided	to	the	target.	Missiles	are	guided	in	various	
  ways:	 operator-guidance,	 heat-seeking	 and	 radar-seeking	 are	
  common.	Some	are	designed	to	home	in	on	the	spot	“painted”	
  by	a	laser	designator,	which	can	allow	the	missile	to	be	launched	
  in	an	indirect	trajectory	and	to	then	receive	targeting	information	
  while in flight. At higher tech levels, multimode target seeking is 
  common,	whereby	the	missile	uses	more	than	one	seeker	mode	
  to	improve	accuracy	and	resistance	to	countermeasures.
   
  Unless noted otherwise, the warhead of a battlefield missile 
  should	be	considered	to	be	the	same	as	that	of	a	RAM	grenade.	
  For	guided	missiles	in	combat,	see	the	Combat	chapter.
  WARHEADS AnD ExplOSIVES
  	
  When	a	grenade	or	other	explosive	is	set	off,	its	effects	are	
  spread	out	over	a	given	radius	from	where	it	landed.	Anything	
  within	the	blast	radius	is	automatically	hit.	Those	affected	may	
  attempt a Reflex saving throw to take only half damage (this does 
  not	apply	to	vehicles	or	ships).
  grenade Warheads
  Blast
  Range
  Dmg
  Radius
  Increment
  Weight
  Cost
  Plastic	Explosive
  d20
  .5	m
  -
  250g
  Cr5
  TDX
  4d6
  6	m
  6	m
  kg
  Cr50
  Flechette/
  Fragmentation
  6d6
  6	m
  3	m
  kg
  Cr2	
  Cr200
  HEAP
  4d6
  3	m
  3	m
  kg
  Cr5	
  Cr240
  Smoke
  *
  6	m
  3	m
  kg
  Cr0	
  Cr60
  Tranquilizer
  *
  6	m
  3	m
  kg
  Cr25	
  Cr400
  Aerosol
  *
  6	m
  3	m
  kg	
  Cr2	
  Cr200
  Incendiary
  d6()
  .5	m
  *
  kg
  Cr0	
  Cr60
  Illuminating
  *
  -
  *
  kg
  Cr0	
  Cr60
  Flashbang
  *
  .5	m
  3	m
  500g
  Cr5	
  Cr240
  Baton/Stunbag
  6d6(2)
  -
  -
  kg
  Cr0	
  Cr60
  Multiple	Projectile
  4d8(3)
  -
  *
  kg
  Cr5	
  Cr240
  () Incendiary rounds inflict this damage each round the target is 
  exposed
  (2)		Stamina	Damage	only	
  (3)	Treat	as	a	shotgun	–	4d8	damage	out	to	3m,	then	3d8	to	6m,	
  2d8	to	9m	and	d8	to	2m
  *	The	range	increment	of	launched	grenades	depends	upon	the	
  launcher,	not	the	payload.
  	
  Plastic Explosive:	Because	of	its	nature,	plastic	explosive	
  may	be	molded	and	shaped	allowing	the	user	to	direct	and	control	
  to	a	fair	degree	the	force	of	the	blast.	It	cannot	be	used	on	its	own	
  as	a	grenade,	since	it	needs	a	detonator.	See	Demolitions	for	
  more	information.
  	
  TDX:	
  A	
  gravitationally	
  polarized	
  explosive.	
  Unlike	
  conventional	explosives,	TDX	expends	its	energy	only	along	the	
  horizontal	plane	of	the	blast.	For	example,	a	TDX	explosive	set		
  meter off the ground would inflict its damage on anything within 
  its	blast	radius	that	is	also	at	a	height	of		meter.	Objects	above	or	
  below	this	level	would	not	be	affected.	Because	of	this	effect,	TDX	
  is	quite	useful	at	tasks	such	as	felling	trees,	cutting	the	supports	
  of	a	bridge	or	trestle,	etc.	Anyone	caught	in	the	blast	radius	may	
  make a reflex save (DC15) to take no damage.
  	
  Flechette/Fragmentation:	This	is	the	standard	anti-personal	
  grenade, inflicting 6d6 damage against any targets within a 6-
  meter	blast	radius.	Anyone	caught	in	the	blast	radius	may	make	
  a Reflex save (DC 15) to take half damage.
  	
  HEAP: High	Explosive	Armor	Piercing	grenades.	They	have	
  a	smaller	blast	radius,	but	give	you	more	bang	for	your	buck	and	
  are	designed	to	penetrate	heavy	armor.	Reduce	the	target’s	AC	
  bonus	for	natural	or	manufactured	armor	by	5.	Anyone	caught	
  in the blast radius may make a Reflex save (DC 15) to take half 
  damage.
  	
  Smoke: This	 grenade	 releases	 a	 thick	 cloud	 of	 smoke	
  that	 rapidly	 engulfs	 a	 6-meter	 radius,	 reducing	 visibility	 down	
  to	½	meter.	This	effectively	gives	everyone	in	the	cloud	a	90%	
  Concealment modifier (+8 to Defense). The cloud will persist for 
  d3+6	rounds	(d3+	in	windy	conditions).	
  	
  Tranquilizer:	 Anyone	 caught	 in	 the	 6-meter	 blast	 radius	
  of	 a	 Tranq	 grenade	 must	 make	 a	 Fortitude	 save	 (DC	 5)	 or	
  immediately	fall	unconscious.	This	save	must	be	made	each	round	
  the	character	remains	within	the	blast	radius	of	the	grenade	and	
  the	gas	persists.	The	gas	will	persist	for	d3+6	rounds	(d3+	in	
  windy	conditions).
  	
  Aerosol:	These	grenades	release	an	anti-laser	aerosol	that	
  will impose a –4 to hit modifier for anyone using a laser weapon 
  within	 the	 grenade’s	 blast	 radius.	 The	 aerosol	 will	 persist	 for	
  d6+6	rounds	(d3+3	in	windy	conditions).
  	
  Incendiary:	 Incendiary	 grenades	 burn	 hotly	 for	 0	 to	 20	
  seconds, and will cause flammable material close by to catch fire. 
  The	incendiary	effect	has	no	effect	on	hardened	structures	like	
  bunkers	or	the	outer	hull	of	an	armored	vehicle	or	starship,	but	
  will	damage	the	internal	components	of	such	a	vehicle	if	it	is	set	
  off	inside.	Personnel	not	in	combat	armor,	combat	environment	
  
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  EQUIpmEnT
  suit	or	battle	dress	will	take	3d6	damage	every	round	they	remain	
  within	a	2-meter	radius	of	a	burning	grenade.	Anyone	within	4	
  meters	takes	d6	damage	per	round.	Non-sealed	armor	does	not	
  protect	against	this	damage.	Vac	suits	will	protect	in	the	outer	
  radius,	but	cannot	stand	up	to	the	intense	heat	in	the	inner	radius.	
  A	vac	suit	will	absorb	one	die	of	damage	per	AR	it	possesses,	and	
  then	be	destroyed.
  	
  Illuminating/Flare: Illuminating	 grenades	 are	 designed	 to	
  shed	light	over	an	area.	RAM	and	launcher	types	are	designed	
  to be fired into the air and descend on a parachute (this is only 
  useful where there is an atmosphere). Hand flare grenades are 
  thrown	or	placed	on	the	ground.	The	light	created	by	such	means	
  is	brighter	than	daylight,	but	it	is	harsh	and	casts	stark	shadows	
  that can confuse the eye. Treat a scene lit by an overhead flare as 
  normal daylight, and one lit by ground flares as twilight. Thermal 
  and light-intensification equipment is designed to cut out and 
  protect	the	user’s	eye,	so	these	grenades	cannot	be	used	to	blind	
  the	enemy,	though	they	will	make	advanced	sighting	gear	less	
  useful and thus level the playing field for those without it. Flare 
  grenades do burn, and will cause fires in flammable material. 
  Anyone within 1m of a burning flare will take 1d4 damage per 
  round	unless	wearing	sealed	armor	(including	vac	suits).	
  	
  Flashbang: Used	for	training	purposes	and	for	close	assault,	
  flashbangs are non-lethal grenades that burst with a loud noise 
  and a bright flash. They are intended to stun opponents for a 
  moment	to	gain	an	advantage.	An	alternative	version,	which	has	
  little flash but an impressive noise, is referred to as a Concussion 
  grenade.	The	effects	of	both	are	similar.	Anyone	within	3m	of	a	
  flashbang, who is not in sealed armor or protected by, say, an 
  intervening	wall,	must	make	a	DC20	Fortitude	save	or	be	stunned	
  for 1d3 rounds. Those who do save are considered to be flat-
  footed	for	the	remainder	of	the	round	and	all	of	the	next.
  	
  Baton/Stunbag: Only	available	for	launchers,	baton	rounds	
  allow	the	user	to	deliver	a	non-lethal	attack.	Anyone	hit	by	a	baton	
  round	takes	2d8	Stamina	damage	and	in	addition	must	make	a	
  Reflex save at DC 15 to avoid being knocked down. Specialist 
  launchers (“Thud Guns”) that can only fire baton rounds exist and 
  are	used	by	riot	and	security	forces.
  	
  Multiple Projectile: Multiple	 Projectile	 grenades	 are	 only	
  available	 for	 a	 tube	 grenade	 launcher.	 They	 are	 in	 effect	 a	
  giant	shotgun	shell	used	for	riot	work	and	room	clearance.	The	
  projectiles	have	a	base	range	of	3m,	like	a	shotgun.	Damage	is	
  5d6	at	this	distance,	dropping	by	d6	per	3m	the	target	is	from	the	
  weapon.	A	multiple	projectile	grenade	has	a	cone	effect.	Targets	
  directly	in	front	of	the	grenade	are	attacked	at	+2	to	hit.	Anyone	
  within	m	of	a	target	that	is	hit	may	be	subject	to	a	secondary	
  attack.	Roll	to	hit	at	–2;	damage	is	2d6	less	than	in	the	primary	
  attack	zone.	Thus	the	secondary	zone	is	dangerous	out	to	9m,	
  after	which	the	projectiles	are	too	dispersed	to	hit	anything.	
  missile Warheads
  Blast
  Type
  Damage
  Radius
  Weight
  Cost
  TL6	High	Explosive
  6d8
  6m
  0kg
  Cr250
  TL8	Shaped	
  Charge
  6d0
  m
  5kg
  Cr000
  TL8	Bomblets
  6d0
  0m
  5kg
  Cr500
  TL0	Shaped	
  Charge
  8d0
  m
  3kg
  Cr2000
  TL2	Plasma
  0d2
  5m
  5kg
  Cr3500
  TL2	Directed	
  Plasma
  0d2
  m
  7kg
  Cr5000
  Micronuclear
  *
  250m
  5kg
  *
  *	 Micronukes	 are	 not	 normally	 available	 on	 the	 open	 market.	
  Anything	 within	 the	 primary	 blast	 radius	 is	 destroyed.	 Out	 to	
  500m, damage is 10d20 (Reflex save for half). Damage is 
  reduced	by	d20	per	full	50m	beyond	that	(i.e.	8d20	at	600m,	
  2d20	at	,000m).
  	
  FlAmE WEApOnS
   
  Flame weapons are by definition area-effect weapons. A 
  single shot from a flame weapon can sweep an area 5m across 
  (3m for a hand flamer) and attacks every target in the swept area 
  at	+5	to	hit.	It	is	not	possible	to	select	targets,	miss	out	a	given	
  target, or make a called shot with a flame weapon. All targets may 
  make a Reflex save at DC20 to take only half damage. 
   
  The fuel used in a flame weapon is designed to stick to 
  the	 target	 and	 burn	 for	 some	 time;	 it	 carries	 its	 own	 oxygen	
  and	will	thus	burn	underwater	or	even	in	a	vacuum.	In	normal	
  atmospheres, a flame weapon uses up the oxygen in a confined 
  space	and	can	suffocate	those	it	does	not	burn	alive.	
   
  When a target is struck by a flame weapon, it catches fire. 
  Every	subsequent	round,	damage	is	halved	(dropping	fractions)	
  until it reaches zero. At that point the fire is out. If a target is hit 
  by multiple flamethrowers, he takes only from the highest amount 
  of damage that round. The residual damage caused by fire is 
  determined by the highest amount of flame damage the character 
  has	suffered	to	that	point.	
  	
  Example: Jonny Merc is hit by a hand flamer for 11 points of 
  damage. Next round, he is on fire. He should take 5 more points 
  (half of 11, rounded down) from residual fire, but he is hit again, 
  this time for 16 points. Even with a successful Reflex save, this 
  is 8 points. Jonny’s damage on round 3 is 4 (half of 8, rounded 
  down) because until he takes more flame damage from an initial 
  hit, his highest damage so far determines how much he takes 
  each round.
   
  On round 4, Jonny would take 2 points, but the flamer operator 
  hoses him again for 11 points. Jonny fails his Reflex save and 
  takes full damage. Another flamer hits Jonny for 7 points, but this 
  is less that 11 so it’s irrelevant. 
   
  On round 5, Jonny is on fire again, suffering 5 points, unless 
  the flamer twins open up again. Of course, by this time Jonny is 
  probably a charred corpse….
  	
  Armor is less effective against flames than other types of 
  weapon.	It	reduces	damage	by	half	its	AR,	though	AC	is	unaffected.	
  The	exception	is	sealed	environmentally-controlled	armor	such	
  as	combat	armor	or	a	vac	suit.	Such	protection	counts	at	its	full	
  value. A reflec suit adds +1 to AR against flames, as it is slightly 
  useful as a heat-suit. Battle dress is immune to flame weapons so 
  long	as	it	remains	properly	sealed.	
   
  If a character using a flame weapon is hit by an enemy 
  weapon,	 there	 is	 a	 	 in	 0	 chance	 that	 the	 fuel	 tank	 will	 be	
  ruptured	 and	 the	 character	 will	 take	 a	 single	 hit	 from	 his	 own	
  weapon,	which	is	now	ruined.	This	chance	is	reduced	to		in	20	
  for gauss flamers.
  ARmOR
  	
  Armor	 reduces	 the	 amount	 of	 damage	 a	 character	 takes	
  from	a	hit,	based	on	the	type	of	armor	worn.	The	rating	for	a	set	
  of	armor	is	equal	to	the	damage	dice	reduction	value	of	the	armor	
  in	combat	when	you	are	hit.
  Tl0 ARmOR
  	
  Hide:	This	armor	is	prepared	from	multiple	layers	of	leather	
  and animal hides. It is stiff and difficult to move in.
  
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  EQUIpmEnT
  Tl1 ARmOR
  	
  Breastplate:	 A	 breastplate	 covers	 the	 front	 and	 back.	 It	
  comes	with	a	helmet	and	matching	greaves	(plates	to	cover	the	
  lower	legs).	A	light	suit	or	skirt	of	studded	leather	beneath	the	
  breastplate	protects	limbs	without	restricting	movement	much.
  	
  Leather:	 The	 breastplate	 and	 shoulder	 protectors	 of	 this	
  armor	are	made	of	leather	that	has	been	stiffened	by	boiling	in	
  oil. The rest of the armor is softer and more flexible leather.
  	
  Padded:	Padded	armor	features	quilted	layers	of	cloth	and	
  batting.
  	
  Studded Leather: This armor is made from tough but flexible 
  leather	 (not	 hardened	 leather	 as	 with	 normal	 leather	 armor)	
  reinforced	with	close-set	metal	rivets.
  	
  Scale Mail:	 This	 is	 a	 coat	 and	 leggings	 (and	 perhaps	 a	
  separate	 skirt)	 of	 leather	 covered	 with	 overlapping	 pieces	 of	
  metal, much like the scales of a fish. It includes gauntlets.
  Tl2 ARmOR
  	
  Banded Mail:	This	armor	is	made	of	overlapping	strips	of	
  metal	 sewn	 to	 a	 backing	 of	 leather	 and	 chainmail.	 The	 strips	
  cover	vulnerable	areas,	while	the	chain	and	leather	protect	the	
  joints	 and	 provide	 freedom	 of	 movement.	 Straps	 and	 buckles	
  distribute	the	weight	evenly.	It	includes	gauntlets.
  	
  Chain Shirt:	A	 shirt	 of	 chainmail	 protects	 the	 torso	 while	
  leaving	 the	 limbs	 free	 and	 mobile.	 A	 layer	 of	 quilted	 fabric	
  underneath it prevents chafing and cushions the impact of blows. 
  It	comes	with	a	steel	cap.
  	
  Chainmail: This	armor	is	made	of	interlocking	metal	rings.	It	
  includes a layer of quilted fabric underneath it to prevent chafing 
  and	to	cushion	the	impact	of	blows.	Several	layers	of	mail	are	
  hung	 over	 vital	 areas.	 Most	 of	 the	 armor’s	 weight	 hangs	 from	
  the	shoulders,	making	chainmail	uncomfortable	to	wear	for	long	
  periods	of	time.	It	includes	gauntlets.
  	
  Full Plate: This armor consists of shaped and fitted metal 
  plates	riveted	and	interlocked	to	cover	the	entire	body.	It	includes	
  gauntlets,	heavy	leather	boots,	and	a	visored	helmet.	Buckles	and	
  straps	distribute	the	weight	over	the	body,	so	full	plate	hampers	
  movement	less	than	splint	mail	even	though	splint	is	lighter.	Full	
  plate is also known as field plate.
  	
  Half-Plate:	 This	 armor	 is	 a	 combination	 of	 chainmail	 with	
  metal	 plates	 (breastplate,	 epaulettes,	 elbow	 guards,	 gauntlets,	
  tasses,	and	greaves)	covering	vital	areas.	Buckles	and	straps	hold	
  the	whole	suit	together	and	distribute	the	weight,	but	the	armor	
  still	hangs	more	loosely	than	full	plate.	It	includes	gauntlets.
  	
  Splint Mail:	This	armor	is	made	of	narrow	vertical	strips	of	
  metal	riveted	to	a	backing	of	leather	that	is	worn	over	cloth	padding.	
  Flexible	chainmail	protects	the	joints.	It	includes	gauntlets.
  Tl5 ARmOR
   
  Jack:	A	natural	(cured)	or	synthetic	leather	jacket	or	body	suit	
  covering	the	torso	and	upper	arms	and	legs.	Jack	is	somewhat	
  better	than	ordinary	clothing	or	bare	skin	when	defending	against	
  blades. It has no value against firearms or lasers.
  Tl6 ARmOR
   
  Cloth: A	 heavy-duty	 body	 suit	 tailored	 from	 ballistic	 cloth,	
  containing	 light	 metal	 or	 ceramic	 plates	 at	 critical	 points.	 The	
  fabric	absorbs	impact	energy,	distributing	the	blow	over	the	body	
  of	 the	 target	 and	 possibly	 resulting	 in	 bruising.	 Cloth	 armor	 is	
  almost	the	best	and	the	most	versatile	modern	armor	available.	
  This	early	version	is	effective,	but	somewhat	cumbersome.
  Tl7 ARmOR
  	
  Slash: Slash	is	tough	material	designed	to	prevent	melee	
  weapons	from	penetrating.	Its	AR	of		is	applicable	only	against	
  blades, flechettes, grenade fragments, impaling melee weapons 
  and	 low-velocity	 projectiles	 like	 arrows.	 It	 is	 totally	 ineffective	
  against	high-velocity	projectiles	(bullets),	lasers,	and	bludgeoning	
  weapons.	It	does	work	against	shotgun	buckshot.	Slash	can	be	
  built	into	normal	civilian	clothing,	and	disguised	as	such,	for	double	
  the	cost.	Many	items	of	utility	wear	(e.g.	engineers’	coveralls)	are	
  made	from	this	material	at	TL9+	as	a	matter	of	workplace	safety.
  	
  Flak Jacket:	A	 less	 expensive	 military	 version	 of	 ballistic	
  cloth	armor,	generally	only	covering	the	torso	and	groin.
   
  Mesh:	A	 jacket	 or	 body	 suit	 made	 of	 natural	 or	 synthetic	
  leather and reinforced with a lining of flexible metal mesh, similar 
  to	 chain	 mail	 but	 lighter	 and	 stronger.	 Mesh	 reduces	 or	 stops	
  penetration	by	blades	and	has	some	effectiveness	against	guns;	
  it is ineffective against laser fire.
   
   
  Tl8 ARmOR
   
  Flex: Sometimes	 known	 as	 Enhanced	 Cloth,	 Flex	 armor	
  uses	a	base	of	Cloth	onto	which	heavy	ceramic	or	metal	plates	
  are	added,	to	create	a	“bulletproof	breastplate.”	This	improves	
  protection	but	at	the	expense	of	weight	and	bulk.	The	resulting	
  armor	is	as	good	as	combat	armor	for	stopping	bullets,	but	less	
  versatile	 as	 it	 can	 only	 cover	 the	 torso	 and	 cannot	 be	 sealed	
  against vacuum, gas or flames. A complete suit of Flex would 
  restrict	 the	 user	 so	 much	 as	 to	 be	 virtually	 useless	 in	 combat	
  conditions,	and	would	still	be	vulnerable	at	the	joints.	If	the	user	
  does	not	need	to	move	quickly,	a	full	suit	could	be	worn	(at	triple	
  the	cost	and	weight),	but	the	applications	of	such	a	suit	are	limited	
  to	static	functions	such	as	Explosive	Ordnance	Disposal	as	the	
  user	can	only	waddle	along	at	3m	per	round.
  Tl9 ARmOR
   
  Ablat: Ablat is a cheap alternative to reflec, and is fashioned 
  from a material that will ablate (vaporize) when hit by laser fire. 
  The	ablation	of	the	material	carries	away	the	energy	of	the	laser,	
  and protects the wearer. Continued fire against ablat degrades 
  its	effectiveness,	but	the	armor	is	cheap	and	easily	replaceable.	
  Ablat	also	has	some	value	against	other	forms	of	attack.
   
  Vac Suit:	The	personal	vacuum	or	space	suit	is	designed	
  to	 protect	 the	 individual	 from	 vacuum,	 tainted	 or	 noxious	
  atmospheres,	 and	 some	 radiation	 situations.	 It	 carries	 its	 own	
  communicators,	 oxygen	 tanks	 for	 six	 hours,	 and	 other	 basic	
  survival	 appurtenances.	 Use	 of	 a	 vac	 suit	 requires	 Armor	
  Proficiency (Vac Suit). Being armored against space debris 
  and	similar	hazards,	a	vac	suit	acts	much	like	cloth	armor	when	
  subject	to	attacks.	Vac	suits	are	relatively	bulky,	and	weigh	0	
  kilograms;	the	weight	counts	against	personal	weight	allowances.	
  This	weight	is	reduced	2	kilograms	per	tech	level	as	the	suit	gains	
  increasing	sophistication.	For	example,	a	TL0	vac	suit	weighs	
  6	kilograms,	and	a	vac	suit	at	tech	level	3+	adds	no	apparent	
  weight.
  	
  Light Cloth:	Advanced	materials	allow	a	very	light	version	
  of	Cloth	armor	to	be	constructed.	While	not	as	good	as	regular	
  cloth,	Light	Cloth	can	be	tailored	into	what	appear	to	be	normal	
  clothes, making it difficult to detect. For this reason it is sometimes 
  known	as	“diplo”	(diplomatic)	armor.	Light	Cloth	is	good	against	
  all	weapons.	
  	
  Advanced Cloth: More	advanced	materials	make	standard	
  Cloth	armor	slightly	less	bulky	at	higher	tech	levels.	Even	without	
  insert	plates,	Advanced	Cloth	offers	excellent	ballistic	protection,	
  balanced	against	good	freedom	of	movement.	
  Tl10 ARmOR
  	
  Combat Environment Suit:	A	 neck	 to	 toe	 air-tight,	 loose	
  fitting suit constructed of ballistic cloth. Generally worn open at 
  the	neck	and	wrists,	the	combat	environment	suit	can	be	sealed	
  
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  EQUIpmEnT
  by donning gauntlets and a clear flexible plastic head bag, thus 
  giving	complete	protection	against	most	chemical	agents,	tainted	
  atmospheres,	biological	agents,	and	a	moderate	defense	against	
  radiation.
   
  Reflec: Reflective material on a plastic base can be tailored 
  into	 a	 body	 suit	 that	 is	 ineffective	 against	 most	 weapons,	 but	
  superior in defense against laser fire. Unlike other forms of armor, 
  reflec is worn under other clothing. Reflec is expensive and often 
  difficult to obtain.
  	
  Advanced Flex:	Advanced	materials	make	a	lighter	version	
  of	Flex	armor	possible	at	higher	tech	levels.	Advanced	Flex	is	still	
  bulky	but	it	does	offer	excellent	protection	for	assault	troops	and	
  similar	heavy-combat	units.	Normally	only	the	torso	is	protected,	
  but	 for	 double	 the	 cost	 a	 full-body	 kit	 is	 available.	 This	 is	 an	
  Advanced	Cloth	suit	with	an	Advanced	Flex	breastplate	and	limb	
  protectors.	The	suit	is	bulky	in	the	extreme;	max	DEX	bonus	is	0	
  and	armor	check	penalty	is	–7.	
  Tl11 ARmOR
   
  Combat Armor: Combat	armor	is	a	complete	vac	suit-like	
  array	 of	 metal	 and	 synthetic	 armor.	 Combat	 armor	 is	 strictly	
  military	and	not	available	on	the	open	market;	it	is	issued	to	troop	
  units	and	elite	mercenary	battalions.		Before	combat	armor	can	
  be worn, the user must have the Armor Proficiency (Vac Suit) 
  feat.
  Tl12 ARmOR
  	
  Chameleon:	 This	 technology	 can	 be	 applied	 to	 any	 vac	
  suit,	combat	environment	suit,	combat	armor,	or	battle	dress.	It	
  is	designed	to	mimic	the	color,	temperature,	and	shading	of	the	
  wearer’s	 current	 physical	 environment,	 helping	 to	 render	 them	
  difficult to track by both the naked eye and IR systems. First 
  available	at	TL2,	a	more	advanced	version	becomes	available	
  at	TL4.
  	
  Hostile Environment Suit:	A	hardened	version	of	the	vac	
  suit,	offering	heavier	protection	from	the	elements	and	physical	
  damage	in	hostile	environments	such	as	nearby	volcanic	activity	
  or	within	a	corrosive.	Hostile	environment	suits	are	heavier	and	
  more	expensive	than	combat	armor,	but	nearly	as	effective	and	
  available	to	the	general	public.
  Tl13 ARmOR
   
  Battle Dress: The	 ultimate	 in	 individual	 protection,	 battle	
  dress	is	an	advanced	and	powered	version	of	combat	armor.	Battle	
  dress	enhances	the	strength	and	senses	of	individuals	wearing	
  it	with	variable	feedback	personal	controls,	servo-powered	limbs,	
  and	 various	 kinds	 of	 electronic	 assistance.	 Rather	 than	 being	
  listed	under	the	armor	tables,	battle	dress	is	actually	considered	
  a	vehicle	and	is	detailed	as	such.
  Tl14 ARmOR
  	
  Tailored Vac Suit:	A	 tailored	 vac	 suit	 is	 very	 much	 what	
  it	sounds.	Made	of	a	lightweight	but	strong	material,	the	suit	is	
  tailored to the user allowing for a more comfortable fit and allowing 
  the	wearing	much	more	freedom	of	mobility	than	with	a	standard	
  vac	suit.	A	tailored	vac	suit	may	not	be	used	by	anyone	other	than	
  the person is was tailored to fit.
  SHIElDS
  	
  Buckler:	This	small	metal	shield	is	strapped	to	the	forearm,	
  allowing it to be worn and still use the hand. A firearm, bow or 
  crossbow	can	be	used	without	penalty.	An	off-hand	weapon	can	
  be	used,	but	a	-	penalty	on	attack	rolls	is	imposed	because	of	
  the	extra	weight	on	your	arm.	This	penalty	stacks	with	those	for	
  fighting with the off hand and, if appropriate, for fighting with two 
  weapons.	In	any	case,	if	a	weapon	is	used	in	the	off-hand,	the	
  character	doesn’t	get	the	buckler’s	AC	bonus	for	the	rest	of	the	
  round.
  	
  Small Shield:	A	small	shield’s	light	weight	lets	a	character	
  carry	other	items	in	that	hand	(although	the	character	cannot	use	
  weapons).
  	
  Large Shield: A	large	shield	is	too	heavy	to	use	the	shield	
  hand	for	anything	else.
  	
  Tower Shield:	This	massive	wooden	shield	is	nearly	as	tall	
  as	the	wielder.	Basically,	it	is	a	portable	wall	meant	to	provide	
  cover.	It	can	provide	up	to	total	cover,	depending	on	how	far	a	
  character	comes	out	from	behind	it.	
  HElmS AnD HElmETS
  	
  Characters	wearing	body	armor	can	normally	be	assumed	
  to	 be	 wearing	 appropriate	 headgear,	 and	 most	 attacks	 hit	 the	
  torso	anyway.	However,	it	may	sometimes	become	important	to	
  know	what	sort	of	helmet	a	character	is	wearing.	Complete	suits	
  of	armor	(plate,	combat	armor,	and	vac	suits)	of	course	include	
  a	helmet	that	matches	the	rest	of	the	suit.	Indeed,	without	such	
  a helmet, many of the benefits of the armor are lost. Combat 
  environment	suits,	combat	armor	and	vac	suits	will	not	provide	
  protection	against	vacuum,	gas,	smoke,	heat	etc	without	being	
  “buttoned	up”	with	an	appropriate	helmet	in	place.
  	
  Some	kinds	of	headgear	are	only	really	effective	against	a	
  melee attack. Archaic armor and certain security products fit into 
  this	category.
  Tl0 HElmS
  	
  	
  Cap/Hood: A	hat, hood	or	cap	made	from tough	hide	or	
  leather	offers	a	little	protection	against	melee	attacks.	Examples	
  include	primitive	hunters’	headgear,	a	TL3	solder’s	shako,	or	a	
  paranoid	traveller’s	extra-stout	leather	hat.
  Tl1 HElmS
  	
  Leather Helm: A	 helm	 constructed	 of	 leather	 on	 a	 metal	
  frame,	possibly	with	some	metal	reinforcement,	offers	reasonable	
  melee	protection.	It	is	useless	against	modern	weapons.	
  Tl2 HElmS
  	
  Open Helm: An	open-face	helm	constructed	mainly	of	metal,	
  or	a	chainmail	coif,	offers	good	melee	protection.
  	
  Closed Helm: Adding	cheekpieces	and	a	nasal	bar	increases	
  the	protective	capabilities	of	a	helm.
  	
  Full Helm: A	 very	 solid,	 completely	 enclosed	 helm	 offers	
  excellent melee protection and might even deflect bullets.
  	
  Great Helm: A	 massive	 helm	 of	 thick	 metal	 construction,	
  Great Helms are often designed to resist early firearms, and offer 
  some	protection	against	more	modern	weapons.	
  Tl5 HElmETS
  	
  Steel Helmet: A	 simple	 metal	 headpiece	 offers	 basic	
  protection	against	shell	fragments	and	projectiles.
  Tl6 HElmETS
  	
  Skullcap: A	metal	insert	in	an	otherwise	ordinary	cap	or	hat	
  offers	some	protection	against	overhead	melee	attacks,	but	is	of	
  no	value	against	projectiles.	An	industrial	hard	hat	has	identical	
  characteristics.
  Tl7 HElmETS
  	
  Ballistic Helmet: An	advanced	version	of	the	Steel	Helmet	
  using	metal	and	ceramic	components,	the	Ballistic	Helmet	offers	
  good	protection	and	is	a	standard	item	of	infantry	equipment.
  
  65
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  EQUIpmEnT
  Tl8 HElmETS
  	
  Security Helmet: An	 advanced,	 lightweight	 helmet	 with	 a	
  face	 guard,	 used	 by	 riot	 police	 and	 security	 guards	 to	 protect	
  against	 melee	 attacks.	 The	 security	 helmet	 does	 give	 some	
  protection	against	projectiles.	Safety	helmets	used	by	aircraft	and	
  grav-bike	(and	motorcycle)	pilots	have	similar	characteristics.
  Tl9 HElmETS
  	
  Flex Helmet: A	highly	advanced	infantry	helmet	constructed	
  of	advanced	lightweight	materials,	the	Flex	Helmet	is	often	paired	
  up	with	a	Flex	body	protector	for	heavy	combat	duty.	
  	
  EQUIpmEnT
  	
  The	following	section	lists	examples	of	common	equipment.	
  Given	 the	 enormous	 number	 of	 variations	 in	 design,	 alternate	
  technologies	and	the	possibility	of	manufacturing	a	given	item	at	
  higher or lower tech levels, it is impossible to list specifics of every 
  possible	piece	of	equipment.	The	objects	below	are	presented	as	
  indications	of	common	qualities	and	values.
  	
  Each	 listing	 notes	 the	 object’s	 name,	 followed	 by	 its	
  technological	 level,	 a	 price	 in	 credits,	 and	 a	 basic	 description.	
  The	 technological	 level	 indicates	 local	 technology	 required	 to	
  manufacture	 something	 with	 the	 capabilities	 listed.	 Price	 and	
  weight	 are	 for	 an	 item	 manufactured	 by	 an	 interstellar	 society	
  of	 tech	 level	 0-5;	 items	 produced	 at	 lower	 tech	 levels	 will	
  probably	be	bulkier	and	more	expensive.	An	item	with	no	weight	
  or size given can be carried or worn without difficulty. Additional 
  explanation	is	given	where	necessary.
  EQUIpmEnT DESCRIpTIOnS
   
  Equipment is presented here by the TL at which it first 
  becomes	available.	Higher-tech	versions	of	various	items	may	be	
  available	bringing	in	some	cases	greater	capability,	smaller	size	
  or	lighter	weight.	Other	items	improve	very	little	after	their	initial	
  introduction.
  Tl0 EQUIpmEnT
   
  First Aid kit: At TL0, a first aid kit consists of little more than 
  material	for	a	splint,	and	a	few	herbs	and	plants	that	are	reputed	
  to	have	medicinal	qualities,	but	it	is	better	than	nothing.	At	higher	
  tech	levels,	the	quality	of	materials	and	drugs	included	in	the	kit	
  improves significantly, greatly increasing the odds of successful 
  treatment.	Higher	tech	kits	cost	considerably	more.
  	
  	
  TABLE: First Aid kits
  Tech Level
  Cost
  Medical DC Modifier
  TL0-3
  Cr00
  +2
  TL4-7
  Cr25
  +/-0
  TL8-2
  Cr250
  -2
  TL3-5
  Cr500
  -4
  TL6+
  Cr2000
  -6
  Tl1 EQUIpmEnT
   
  Cold Weather Clothing, Basic: Protects	 against	 frigid	
  weather	(-20º	Celsius	or	below).	Adds	a	+5	circumstance	bonus	
  to	all	Fortitude	saves	against	cold	weather	exposure.	Reduce	the	
  weight	by		kilogram	for	every	5	TL.
   
  Snowshoes: A	pair	of	wide	shoes	designed	to	spread	the	
  user’s	 weight	 and	 make	 walking	 on	 soft	 surfaces	 like	 snow	 or	
  volcanic	dust	safer.
  	
  Surgical kit: Tools	for	performing	surgery,	including	scalpels,	
  saws	and	forceps.	At	low	tech	levels,	the	kit	is	rather	basic	but	
  fulfils the same functions as its more advanced cousins. Any kit 
  at	all	offsets	the	No	Surgical	Tools	penalty.	Higher-tech	kits	give	a	
  bonus	to	perform	surgery.	The	kit	does	not	include	anesthetics	or	
  other	drugs.
  	
  TABLE: Surgery kits
  Tech Level
  Cost
  Medical DC Modifier
  TL-2
  Cr50
  +5
  TL3-4
  Cr250
  +3
  TL5-7
  Cr000
  +/-0
  TL8-0
  Cr2000
  -3
  TL+
  Cr5000
  -5
  	
  Survival kit, Personal: A	 small	 backpack	 or	 belt	 pack	
  containing	 personal	 survival	 equipment.	 Higher-tech	 versions	
  include	more	advanced	equipment,	but	basic	functionality	is	the	
  same.	Contents	include:
  •
  Small	knife
  •
  Fire-starting	equipment
  •
  Blanket/poncho
  •
  4	days’	preserved	rations
  •
  Water	bottle
  •
  Compass
  •
  Light	cord	or	string
  •
  Mirror
  •
  Water purification tablets
  •
  Survival	manual
   
  Tarpaulin: A	canvas	or	waterproof	cloth	sheet	used	to	create	
  a	temporary	shelter	2	by	4	meters.	Protects	against	precipitation	
  and	can	withstand	light	winds.
   
  Torches: Flammable	material	on	a	handle	or	stick	of	some	
  kind. A	 torch	 will	 last	 about	 one	 hour	 and	 illuminate	 6-meter	
  radius,	producing	a	thick,	heavy	smoke.
  Tl2 EQUIpmEnT
   
  Gas or Oil Lamp: A	lamp lasts	about	6	hours	on	a	half-liter	
  of	oil	or	gas,	and	will	illuminate	a	5-meter	radius	to	the	equivalent	
  of normal daylight. The fuel poses a fire hazard if spilled.
   
  Grapnel and Cable: A	hooked	device	used	to	attach	a	rope	
  for	climbing	purposes,	plus	0m	of	stout	cord.	Grapnels	can	be	
  thrown	or	propelled	by	a	launcher.	Getting	one	to	attach	requires	
  a	DEX	check.	DC	depends	upon	the	surface	–	DC0	for	a	rugged	
  rockface,	wall	or	tree,	higher	for	smooth	surfaces	or	when	trying	
  to	get	the	grapnel	to	bite	into	soil.
   
  Handcuffs: Higher	tech	levels	produce	stronger	and	lighter	
  designs.	To	slip	out	of	a	pair	of	handcuffs	requires	a	Dexterity	
  check	(DC25).	To	break	a	pair	of	handcuffs	requires	a	successful	
  Strength	check	(DC25	+	per	2	TL).	To	pick	a	mechanical	lock	
  requires	 a	 successful	 T/Mechanical	 skill	 check	 (DC20	 +	 per	
  TL),	 while	 electronic	 locks	 require	 a	 successful	 T/Electronics	
  skill	check	(DC25	+	per	TL	over	TL9).	Apply	a	–4	circumstance	
  penalty	if	the	person	wearing	the	cuffs	attempts	to	pick	the	lock.
  	
  Piton Hammer: A	small	hammer	used	for	hammering	pitons	
  into	rock.
   
  Tent: Basic	shelter	for	two	persons	offering	protection	from	
  precipitation,	storms,	and	temperatures	down	to	0º	Celsius,	and	
  withstanding	 light	 to	 moderate	 winds.	 Larger,	 more	 elaborate	
  tents	capable	of	sheltering	more	people,	or	resisting	higher	winds	
  or	colder	temperatures	weigh	and	cost	more.
  	
  Tool Set, Woodworking: Includes	basic	tools	necessary	to	
  cut,	shape	and	build	with	wood.	Required	for	the	use	of	the	Craft	
  
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  skill	when	working	with	wood,	without	suffering	a	–2	circumstance	
  penalty.
  Tl3 EQUIpmEnT
   
  Axe, Ice: A	small	axe	optimized	for	digging	into	ice	when	
  climbing.	Gives	a	+3	circumstance	bonus	when	climbing	on	ice	or	
  trying	to	halt	a	slide.	Treat	as	a	Hatchet	in	combat.	
   
  Backpack: A	basic	carrying	bag	with	shoulder	straps	and	
  external	 pockets.	 From	 TL6,	 backpacks	 are	 more	 waterproof;	
  enough	 to	 keep	 the	 contents	 dry	 during	 a	 brief	 immersion	 if	
  properly	sealed.	At	TL7	and	for	Cr50,	a	“Bivvy	Pack”	is	available,	
  which	includes	a	waterproof	blanket	and	hood	that	fold	out	of	the	
  lining,	allowing	the	emptied	pack	to	be	used	as	a	sleeping	bag	or	
  ready-made	bivouac.
   
  Binoculars, Optical: Binoculars	 magnify	 the	 appearance	
  of	objects	being	viewed	through	them,	effectively	increasing	the	
  visual range of the user. The effective field of view is reduced 
  however as the magnification increases. Price stays the same 
  across	tech	levels,	though	the	weight	may	be	reduced	through	
  the	use	of	lighter	weight	components.
   
  TABlE: Binocular magnification
  Tech Level
  Magnification
  TL3-4
  x5
  TL5-6
  x0
  TL7-9
  x50
  TL0-2
  x00
  TL3+
  x,000
   
  Boots, Outdoor: A	basic	set	of	hiking	boots.	Boots	can	be	
  considered	 to	 be	AR3	 against	 melee	 attacks	 and	 hazards	 like	
  punji	 stakes.	 Higher-tech	 books	 are	 lighter	 and	 tougher,	 but	
  similar	in	function.	
   
  Compass, Magnetic: Indicates	direction	of	magnetic	north,	
  if	any	exists.
   
  Desert kit, Individual: A basic desert outfit including loose-
  fitting trousers and shirt, a wide-brimmed hat, sunglasses, water 
  bottle	and	mineral	tablets.	
   
  Field kit, Personal: A basic field operations and survival kit 
  containing	a	bush	hat,	pants,	shirt	and	a	warm	jerkin,	a	waterproof	
  poncho/blanket, water bottle, belt pack with fire-starting equipment 
  and		day’s	(almost	inedible)	iron	rations,	and	a	machete	(treat	as	
  Blade).	Boots	must	be	purchased	separately.	Above	TL6,	the	kit	
  also	includes	half	a	dozen	chemical	lightsticks.
   
  Mask, Filter: A filter set that allows an individual to breathe 
  tainted	atmospheres	(types	4,	7,	and	9).	Also	protects	against	the	
  inhalation	of	heavy	smoke	or	dust.
   
  Skis: A	set	of	skis	and	poles.	Skis	make	travel	over	snow	
  much	faster	and	less	fatiguing.
   
  Spade/Shovel: A	basic	digging	tool	with	many	uses.
   
  Swimming Equipment: Includes swim fins, face mask and 
  a	 snorkel.	 Improves	 speed	 and	 maneuverability	 underwater;	
  add	+2	to	all	Swim	skill	checks	in	these	situations	when	wearing	
  proper	swimming	equipment.
   
  Tl4 EQUIpmEnT
   
  Chain, Medium: 0m	of	moderately	heavy	chain,	suitable	
  for	heavy	lifting	or	towing	applications,	or	to	anchor	a	light	water	
  vessel.
   
  Climbing kit, Basic:	A	set	of	accessories	designed	to	make	
  climbing	 easier.	 Includes	 a	 safety	 harness,	 gloves	 and	 rock	
  shoes,	belt	with	secure	holders	for	tools,	and	head	protection.
   
  Ice Terrain kit, Personal: A	set	of	accessories	that	make	
  crossing	 ice	 or	 climbing	 icy	 surfaces	 a	 little	 less	 hazardous.	
  Includes	 crampons	 for	 boots,	 snowshoes,	 rope	 and	 a	 brightly	
  colored	 “rescue	 blanket.”	 The	 ice	 terrain	 kit	 does	 not	 include	
  clothing.
   
  Lock Pick Set: Allows	 picking	 of	 ordinary	 mechanical	
  locks.	Picking	a	lock	takes	3	rounds	and	requires	a	successful	T/
  Mechanical	skill	check	(DC	based	on	the	type	of	lock).	Lockpicks	
  are	illegal	on	worlds	of	law	level	8+;	on	such	worlds	the	cost	rises	
  to	Cr00	or	more.
   
  Parachute: A	 basic	 parachute	 kit	 including	 harness	 and	
  reserve	chute.	
   
  Pitons: Metal	 spikes	 designed	 to	 be	 hammered	 into	 rock	
  crevices	to	secure	a	rope	for	climbing.
   
  Scientist’s Field kit: A basic set of scientific equipment for 
  taking	 and	 examining	 samples.	 Includes	 a	 small	 microscope,	
  sample	 containers,	 gloves	 etc.	 A	 metallurgist’s	 kit	 will	 contain	
  slightly	different	equipment	to	that	used	by	a	forensic	scientist,	
  but the basic cost remains the same. When undertaking field 
  analysis,	the	TL	of	a	scientist’s	equipment	will	give	a	circumstance	
  bonus:
   
  TABlE: Scientist Equipment Tl Bonus
  TL
  Bonus
  4-5
  -2
  6-7
  +/-	0
  8-0
  +2
  +
  +5
   
  The field kit does not include any electronic sensors or similar 
  complex	equipment.
   
  Tool Set, Excavation: Basic	 digging	 tools;	 shovels,	 picks	
  and	 sledgehammers.	 Working	 with	 improvised	 tools	 takes	 at	
  least	four	times	as	long.
   
  Tool Set, Metalwork:	A	basic	metalwork	kit	including	cutting,	
  polishing	 and	 grinding	 equipment,	 necessary	 for	 most	 metal	
  fabrication.	 Includes	 basic	 tools	 necessary	 for	 metalworking,	
  including	welding	and	cutting.	Required	for	the	use	of	the	Craft	
  skill	when	working	with	metal,	without	suffering	a	–2	circumstance	
  penalty.
   
  Wrist Watch: A	simple	timepiece.	Price	determines	quality	
  and	functionality.
  Tl5 EQUIpmEnT
   
  Bull-Horn: Amplifies voice allowing it to carry up to half a 
  kilometer	away,	but	is	very	bulky	and	awkward	to	carry.
   
  Communicator, Medium Range: A	 belt-mounted	 or	 sling	
  carried	radio	set	capable	of	up	to	30	kilometer	range,	and	contact	
  with official radio channels. Five separate channels. At tech level 
  7,	the	unit’s	weight	drops	to	500	grams.
   
  Communicator, Short Range: A	belt-mounted	radio	capable	
  of	0	kilometer	range	(much	shorter	underground	or	underwater).	
  Three	separate	channels.	At	tech	level	7	the	unit’s	weight	drops	
  to	300	grams	and	it	becomes	hand-held.
   
  Cutting Torch: A	basic	cutting	tool	using	incandescent	gas	
  fed	by	a	heavy	canister.	Cutting	torches	are	effective	against	most	
  metals	and	alloys,	but	will	not	work	on	starship	hulls	or	armored	
  vehicles	constructed	at	TL0	or	higher.
   
  Electric Torch: The common flashlight. It is battery powered 
  and	will	last	for	about	6	hours	of	continuous	use.	A	torch	produces	
  a	wide	cone	of	light	up	to	8	meters	long	with	a	radius	of	6	meters	
  at	the	end	of	the	beam.	Later	TL	models	have	adjustable	beams	
  allowing	them	to	also	produce	a	tight	beam	of	light	up	to	36	meters	
  long,	with	a	-meter	radius,	or	be	used	to	illuminate	a	circle	of	0	
  meter	radius.
   
  Field Medical kit: Contains	 drugs,	 surgical	 supplies,	 and	
  
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  diagnostic materials for use by doctors and field medics. Reduces 
  the	DC	required	for	most	T/Medical	skill	checks.	Higher	tech	level	
  kits	cost	more	but	offer	a	better	range	of	treatment	options	and	
  quality	of	care,	increasing	the	odds	of	successful	treatment.
  	
  TABLE: Field Medical kits
  Tech Level
  Cost
  Medical DC Modifier
  TL5-7
  Cr000
  -2
  TL8-2
  Cr250
  -4
  TL3-5
  Cr2500
  -6
  TL6+
  Cr5000
  -8
  	
  Fire Extinguisher: A simple handheld firefighting device. 
  More	advanced	units	reduce	weight	by	0.5	kilogram	per	TL	down	
  to a minimum of 1.5 kilograms, and can be tailored to specific fire 
  types	(liquid,	electrical,	etc).
  	
  Flare, Illuminating: A small parachute flare designed to be 
  fired from a launcher to illuminate an area. The flare casts harsh, 
  bright	light	for		minute	before	falling	to	the	ground	in	a	standard	
  or	dense	atmosphere,	half	a	minute	in	thin	atmosphere.	It	may	
  start fires if it hits the ground before burning out. A free-standing 
  area-illuminating flare costs Cr50 and burns for 2 hours.
  	
  Flare Launcher: A	simple	pistol	or	tube	type	launcher	for	
  use with signaling or illuminating flares. Used as a weapon, a 
  flare gun is highly inaccurate (-3 to hit at all ranges) and does 1d6 
  damage only, though it may set flammable objects on fire.
   
  Flare, Signaling: A colored flare designed to be highly visible 
  but which casts little light, launched from a flare launcher.
  	
  Goggles/Shades: Sunglasses	 or	 full	 goggles	 designed	 to	
  protect	the	eyes	from	damage	by	bright	lights.	At	TL7,	reactive	
  lenses	are	available	that	allow	the	user	to	keep	his	shades	on	
  while	moving	from	dark	to	light	conditions.	At	TL9,	shades	can	
  (for	ten	times	the	cost)	include	automatic	protection	against	very	
  bright light such as lasers, nearby flares or nuclear detonations. 
  The	shades	remain	very	dark	for	a	full	minute	after	protecting	the	
  user	in	this	way,	and	must	be	removed	if	the	wearer	wants	to	be	
  able	to	see	anything.	
  	
  Intrusion kit, Basic: A	small	kit	containing	lock	picks,	wire,	
  small	screwdrivers	and	a	saw	designed	to	make	entry	into	mid-
  tech	secured	areas	easier.
  	
  Janitorial kit: Includes	a	vacuum	cleaner,	chemical	storage	
  and	 dispensing	 systems,	 along	 with	 other	 basic	 cleaning	 tools	
  and	supplies.
   
  Mask, Combination: A combination of both filter mask 
  and	 respirator,	 which	 allows	 breathing	 of	 very	 thin,	 tainted	
  atmospheres (type 2), plus all atmospheres listed under filter and 
  respirator	masks.
  	
  Mask, Face: A	basic	face	mask	and	goggles	used	by	aviators	
  and	riders	of	open	vehicles.	Protects	against	windblown	dust	and	
  similar	hazards. 
   
  Oxygen Tanks: A	 complete	 set	 of	 compressed	 oxygen	
  tanks,	which	allow	independent	breathing	in	smoke,	dust,	gas,	
  or exotic (type A) atmosphere. Two tanks last 6 hours. Refill of 
  proper	atmospheric	mixture	for	any	given	race	costs	Cr20.
  	
  Radiation Counter: Indicates	 presence	 and	 intensity	 of	
  radioactivity	within	a	30	meter	radius.	The	indicating	signal	will	
  grow	stronger	as	it	gets	closer	to	the	source.
   
  Respirator: A	small	compressor	that	allows	an	individual	to	
  breathe	in	very	thin	atmospheres	(type	3).
   
  Rope: 0m	 of	 strong	 but	 light	 rope	 made	 from	 natural	 or	
  artificial fibers.
   
  Sleeping Bag: A	warm,	lightweight	and	somewhat	waterproof	
  personal	sleeping	bag.	Two	or	more	can	be	fastened	together	to	
  make	a	larger	enclosure.
   
  Tool Set, Mechanical:	 Includes	 basic	 tools	 necessary	 to	
  repair	and	alter	mechanical	devices.	Required	for	the	use	of	the	
  T/Mechanical	skill	without	suffering	a	–2	circumstance	penalty.
   
  Underwater Air Tanks: Equivalent	 to	 oxygen	 tanks	 but	
  designed for use underwater. Two tanks last 6 hours. Refill of 
  proper	 atmospheric	 mixture	 for	 race	 and	 expected	 depth	 cost	
  Cr20.
  	
  Water Purification Kit: A basic set of filters and chemical 
  purification tablets.
  	
  Welding kit, Electric: A	 basic	 arc	 welding	 kit	 useful	 for	
  many	light	applications.	
  Tl6 EQUIpmEnT
   
  Camera (Film): A	basic	photographic	device	using	chemical	
  film to record images.
   
  Chain Saw: Motorized	saw	for	cutting	and	shaping	trees.	The	
  chain	saw	could	possibly	be	used	as	a	weapon,	but	at	a	-4	penalty	
  (-2 if the character has the Weapon Proficiency (Swordsman) or 
  Brawling feat) to hit and inflicting 2d6 damage (x2).
   
  Chemical Alarm: A	 handheld	 device,	 which	 can	 also	
  be	 mounted	 on	 clothing	 or	 a	 pack	 strap,	 or	 positioned	 upwind	
  of	 a	 camp.	The	 alarm	 gives	 audible	 and	 visible	 warning	 when	
  dangerous	chemicals	(industrial	chemicals,	sulphurous	emissions	
  from	a	volcanic	vent	or	chemical	weapons)	are	detected.	It	does	
  not	detect	radioactive	fallout	or	biological	hazards	such	as	spores	
  or	bio-weapons.
   
  Chemical Lightstick: a	0cm	rod	of	clear	plastic	containing	
  chemicals	which,	when	mixed	by	twisting	the	stick,	give	off	a	soft	
  glow.	Lightsticks	last	for	about	24	hours	and	are	bright	enough	to	
  read by or find your way around in a cave.
   
  Cold Light Lantern: A	 fuel	 cell	 powered	 version	 of	 the	
  electric	torch,	but	will	last	3	days	with	continuous	use.	Produces	a	
  wide	cone	of	light	up	to	8	meters	away	with	a	radius	of	6	meters	
  at	the	end	of	the	beam.	Also	capable	of	producing	a	tight	beam	
  of	light	up	to	36	meters	away	with	a	-meter	radius	or	be	used	to	
  illuminate	a	0-meter	radius.
   
  Commsat, Short-Term: A	 simple	 communications-relay	
  device	designed	to	be	placed	in	orbit	from	a	starship	or	ground	
  launcher.	It	will	last	about	4-8	weeks	in	orbit	and	is	not	reusable.
   
  Communicator, Long Range: A	backpack	mounted	radio	
  capable	of	ranges	up	to	500	kilometers	and	contact	with	ships	
  in	orbit.	Ten	separate	channels.	At	tech	level	7	the	unit’s	weight	
  drops	to	.5	kilograms	and	it	becomes	belt	or	sling	mounted.
   
  Depth Gauge: The	depth	gauge	allows	a	character	to	know	
  how	far	underwater	he	or	she	is.	It	is	a	simple	device	at	TL6.	More	
  advanced	versions	have	more	functions	including	air-remaining	
  calculations	and	depressurization-halt	warnings.
   
  Dive Suit: A	basic	wet	or	dry	diving	suit	designed	to	give	a	
  swimmer	some	protection	from	cold	water.	
   
  Ice Terrain kit, Vehicular: Comprises	tire	studs	or	chains,	a	
  light	snowplow	blade	and	“winterizing”	of	components	to	allow	a	
  vehicle	to	cross	icy	or	snow	terrain	with	lesser	chance	of	mishap.	
  Provides	a	+3	circumstance	bonus	for	driving	in	ice	conditions.	
   
  Flare, Distress: A free-standing incendiary flare that gives 
  off	 a	 bright	 light	 and	 large	 amounts	 of	 colored	 smoke.	 The	
  distress flare is designed to float upright in water. It is triggered 
  by a lanyard and is very difficult to extinguish once lit (it will burn 
  underwater).
   
  Goggles, Infrared: These	goggles	allow	the	user	to	see	by	
  visible	light	or	thermal	imaging,	allowing	temperature	differences	
  to	be	detected.	This	makes	warm	objects	like	animals,	people,	
  and	vehicles	very	obvious	unless	there	is	a	lot	of	“heat	clutter”	
  in the area, but does not allow the user to find his way around 
  in	a	cave	or	similar	environment	where	everything	is	much	the	
  same	temperature.	The	wearer	can	see	heat	sources	(infrared	
  radiation)	up	to	8	meters	away.	Quality	of	vision	is	necessarily	
  
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  EQUIpmEnT
  distorted.	The	presence	of	light	does	not	affect	this	capability.
   
  Metal Detector: Indicates	presence	of	metal	within	a	3	meter	
  radius	(including	underground),	with	the	indicating	signal	growing	
  stronger	as	it	gets	closer	to	the	source.
   
  Navsat: A	simple	orbital	beacon	to	assist	navigation	in	space	
  or	on	the	ground.	It	can	be	deployed	by	a	starship	with	missile	
  launchers (in which case its orbital duration is indefinite, though 
  systems	will	eventually	fail)	or	from	a	ground	launcher,	in	which	
  case	orbital	life	is	a	few	weeks.	
   
  Pre-Fabricated Cabin: Modular	unpressurized	quarters	for	
  6	persons,	capable	of	withstanding	severe	winds.	Offers	excellent	
  shelter	 from	 precipitation,	 storms,	 and	 temperatures	 down	 to	 -
  0º	Celsius.	Requires	8	man-hours	to	erect	or	dismantle.	There	
  are	6	modules,	each,	.5	meters	wide	by	.5	meters	long	by	
  2	 meters	 high	 that	 can	 be	 organized	 into	 any	 layout	 required.	
  Dismantled	and	ready	for	shipment,	the	cabin	weighs	4	tons.
  	
  Sonar Rangefinder: A	 simple	 sonar	 unit	 used	 primarily	
  to	determine	the	depth	of	water	under	a	diver	or	the	keel	of	a	
  boat.	Simple	sonar	units	are	not	very	accurate,	and	are	fooled	by	
  seabed clutter, fish and similar false returns. This personal unit is 
  of	little	use	in	combat.
  	
  Suit, Protective:	A	sealed,	air-conditioned	suit	designed	to	
  allow	 the	 user	 to	 survive	 in	 corrosive	 atmospheres.	 The	 suit’s	
  internal	air	supply	is	good	for	6	hours.	A	heavy	version	is	available	
  at	 TL7.	 Mass	 is	 the	 same	 but	 the	 cost	 is	 Cr400.	 The	 heavy	
  protective	suit	also	protects	against	insidious	atmospheres.
  Tl7 EQUIpmEnT
   
  Attaché Case: A	lightweight	metal	case	used	to	transport	
  documents, scientific instruments and other items throughout 
  Charted Space. If used as cover, an attaché case has an AR of 
  2.
   
  Atmosphere Tester: A	hand-held	device	that	monitors	air	
  breathability	 and	 quality.	 A	 simple	 readout	 indicates	 pressure	
  (“Thin,”	 “Dense”	 etc)	 and	 whether	 the	 air	 is	 within	 breathable	
  parameters. An audible alarm and flashing warning indicates 
  unbreathable	or	toxic	gas	mixes,	but	the	unit	does	not	indicate	
  what	the	hazard	composition	is.	
   
  Beacon, Navigational: A	simple	radio	beacon	that	can	be	
  set to respond to a specific signals or to transmit constantly.
   
  Cargo Hoist: A	portable	powered	hoist	used	to	maneuver	
  heavy	objects	(such	as	cargo	containers)	outside	a	starship	or	in	
  a	frontier	port	with	no	facilities	available.
   
  Communicator, Laser: A	 line-of-sight	 communications	
  device,	a	laser	comm	has	limited	range	but	is	almost	completely	
  secure	and	undetectable.	At	TL9,	microwave	lasers	can	be	used,	
  which	allow	faster	data	transfer.	The	cost	is	the	same	as	for	a	
  basic	laser	unit.
   
  Disguise kit: Allows	change	of	personal	appearance	on	a	
  temporary	basis.	Required	for	the	use	of	the	Disguise	skill	without	
  suffering	a	–2	circumstance	penalty.
   
  Goggles, Light Intensifier These	 goggles	 allow	 clear,	
  monochrome	vision	up	to	8	meters	in	anything	less	than	total	
  dark.	While	some	light	is	required	to	produce	this	effect,	anything	
  approaching	 normal	 daylight	 conditions	 severely	 degrades	 the	
  clarity	of	the	view	and	the	range.
   
  Grapnel Launcher: A	grenade	launcher-like	device	used	to	
  propel	a	grapnel	to	its	target.	If	used	as	a	weapon,	damage	is	
  d6.
   
  Hand Calculator: Provides	basic	mathematical	calculations.	
  The	hand	calculator	is	the	basic	tool	of	any	competent	astrogator	
  and	a	weapon	of	last	resort	when	the	ship’s	computer	is	down.	
  If	 the	 astrogator	 has	 a	 calculator	 handy,	 the	 penalty	 for	 no	
  astrogation	computer	when	plotting	a	course	is	reduced	to	only	
  +4	on	the	DC.
   
  Heatproof Suit: A reflective and insulating suit and helmet, 
  the	 heatproof	 suit	 protects	 the	 wearer	 from	 all	 but	 the	 most	
  extreme	temperature	conditions.	The	suit	is	rather	clumsy,	and	
  imposes a –4 DEX penalty no matter what proficiencies the 
  character may have. Damage from flame weapons and fire, 
  heat	etc,	is	reduced	by	the	suit	–	treat	it	as	having	an	AR	of	5	
  for	 the	 purposes	 of	 resisting	 damage	 only	 –	 the	 suit	 does	 not	
  make	the	wearer	any	harder	to	hit.	Against	lasers,	the	suit	can	be	
  considered to be equivalent to Reflec armor. 
   
  Iris Valve Opener: A	 crank	 device	 designed	 to	 allow	 Iris	
  valves	to	be	slowly	opened	or	closed	when	no	power	is	available.	
  This	task	is	slow	and	strenuous,	taking	3-5	minutes.
   
  Mask, Environment: An	environment	mask	functions	as	per	
  the TL5 combination mask, and in addition it is designed to fit with 
  NBC	or	environment	suiting,	creating	a	sealed	environment	for	the	
  user	and	thus	protecting	against	chemical	and	biological	threats.	
  The	 environment	 mask	 is	 designed	 to	 allow	 communications	
  devices	 to	 be	 used,	 and	 includes	 a	 drinking	 apparatus.	 An	
  environment	mask	will	not	function	in	vacuum	or	underwater.
   
  Medical kit, Vehicle: A	larger	version	of	the	Field	Medical	
  Kit	 designed	 to	 be	 carried	 in	 an	 ambulance	 or	 similar	 vehicle	
  and	 allowing	 treatment	 of	 more	 patients.	The	 kit	 also	 contains	
  more technological equipment including a defibrillator, electronic 
  monitors and so on. The kit gives the same bonuses as the field 
  medical	kit.
   
  Parawing: An	advanced	parachute	that	allows	much	more	
  control	over	where	the	character	lands.	The	parawing	kit	includes	
  a	reserve	chute	and	harness.
   
  Pressure Tent: Basic	pressurized	shelter	for	two	persons,	
  providing	 standard	 atmosphere	 and	 conditions,	 along	 with	
  protection	 from	 precipitation,	 storms,	 and	 up	 to	 strong	 winds.	
  There	is	no	airlock:	the	tent	must	be	depressurized	to	enter	or	
  leave	it.	
  	
  Radiation Suit: A	 standard	 NBC	 suit	 will	 protect	 a	 user	
  against	contamination	from	radiated	particles	of	dust	and	such	
  like,	but	offers	little	or	no	protection	against	direct	radiation	such	
  as solar flares or a reactor breach. A vac suit will offer some 
  protection,	but	for	areas	of	hard	radiation,	a	dedicated	radiation	
  suit	is	required.	
  	
  When	a	character	is	exposed	to	bursts	of	direct	radiation,	a	
  rad	suit	provides	a	DR	of	5	for	purposes	of	resisting	stamina	and	
  lifeblood	damage.	For	prolonged	exposure	to	radiation,	a	rad	suit	
  reduces	the	dose	by	75%.
   
  Satellite Ground station: A	 portable	 ground	 control	 and	
  communications	 station	 allowing	 satellites	 to	 be	 controlled	 or	
  maneuvered	in	orbit.	The	ground	station	does	not	include	launch	
  capability.
   
  Scanner, Comms: A	 handheld	 communications	 detector	
  that	allows	the	user	to	intercept	and	listen	to	(but	not	jam)	radio	
  traffic. Scanners cannot decrypt or record transmissions, nor can 
  it	detect	bugs	and	similar	low-power	transmitters.	
   
  Thrust Pistol: A	 handheld	 reaction	 jet	 using	 compressed	
  gas,	 a	 thrust	 pistol	 allows	 independent	 maneuver	 during	 EVA	
  (Extra-Vehicular	Activity,	or	“Spacewalk”)	operations.	The	pistol’s	
  internal	reserves	allow	for	an	hour	of	moderate	maneuvering	or	
  three	minutes	of	continuous	thrust.
  	
  Tool Set, Electronic: Necessary	tools	for	basic	electronic	
  assembly	and	repair.	Required	for	the	use	of	the	T/Electronics	
  skill	without	suffering	a	–2	circumstance	penalty.
  	
  Water Purification/Distillation Kit: Designed	 to	 provide	
  safe	drinking	water	for	4	persons,	the	kit	contains	chemical	tablets	
  and filters, plus a collapsible still (which requires a heat source; 
  normally	this	is	heat	tablets	provided	with	the	kit)	to	distil	liquids.	
  	
  Vac Suit Emergency kit: A	belt-carried	pack,	the	emergency	
  kit	is	designed	to	allow	a	vac	suit	user	to	save	himself	or	someone	
  else, and to increase the chances of a search finding him. 
  Yanking a lanyard will release a tethered balloon reflector. This is 
  
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  somewhat similar to a rescue ball, but filled at very low pressure. 
  It inflates into a 3m-diameter radar reflector, which is tethered to 
  the	user’s	belt.	
  	
  The	kit	itself	contains	a	radio	beacon/repeater,	a	handheld	
  strobe	 beacon,	 tethering	 cord,	 suit	 patches,	 spray	 sealant	 for	
  multiple	small	holes,	a	30-minute	replacement	air	bottle	and	two	
  hand-held	gas	thruster	units.	The	latter	are	designed	to	give	the	
  stranded	spacefarer	a	last-ditch	attempt	to	reach	safety.	The	kit	
  also contains a metallic reflectorized blanket that will increase 
  radar	detectability	and	somewhat	reduce	absorbed	radiation	in	
  the event that the spacefarer is caught outside in a solar flare.
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  Advanced Base: Modular	unpressurized	quarters	for	6	per-
  sons	and	capable	of	withstanding	anything	less	than	hurricane	
  force	winds.	Offers	excellent	shelter	from	precipitation	and	all	but	
  the	most	extreme	of	temperature	ranges.	Requires	2	man-hours	
  to	erect	or	dismantle.	There	are	6	modules,	each,	.5m	wide	
  by	.5m	long	by	2m	high	that	can	be	organized	into	any	layout	
  required.	Dismantled	and	ready	for	shipment,	the	advanced	base	
  weighs	6	tons.
   
  Artificial Gill: Extracts	 oxygen	 from	 water	 to	 allowing	 the	
  wearer	to	breathe	for	an	unlimited	time	while	submerged	under	
  water.	 Functions	 only	 on	 worlds	 with	 thin,	 standard,	 or	 dense	
  (type 4 through 9) atmospheres. Artificial gills are used with a 
  mask	of	some	kind,	such	as	the	life-support	mask.	
   
  Artificial Psionic Shield Helmet: Acts	as	a	shield	against	
  psionic	forces.
   
  Binoculars, Electronic: Similar	 to	 optical	 binoculars,	
  electronic binocs also include a laser rangefinder and a light 
  intensification function that eliminates all poor lighting penalties 
  except	for	total	darkness.
   
  Biohazard Alarm: A	 handheld	 device	 that	 can	 also	 be	
  emplaced	 to	 give	 early	 warning.	 The	 biohazard	 alarm	 detects	
  airborne	proteins	and	can	be	used	to	give	early	warning	of	biological	
  threats	such	as	airborne	bacteria,	spores	or	bioweapons.
   
  Breaching Charge: A	 prepacked,	 shaped	 charge	 in	 a	
  small canister fitted with adhesive pads for easy deployment. 
  A	breaching	charge	has	very	little	area	effect	but	is	effective	at	
  blasting	holes	in	walls,	doors	etc,	or	in	light	armored	vehicles.	It	is	
  emplaces	as	per	a	satchel	charge	(see	the	Demolitions	rules).
   
  Camera, Digital: A	 basic	 digital	 visual	 recording	 device	
  capable	of	interfacing	with	a	computer	or	personal	comm.
   
  Chemical Analysis Unit: A	small	portable	lab	unit	that	can	
  analyze	gases	or	liquids,	or	even	small	samples	of	solids	such	
  as	rock	and	metal.	The	unit	gives	a	readout	of	composition	and	
  can	monitor	for	certain	compounds	automatically,	functioning	as	
  a	chemical-threat	alarm	system.	
   
  Climbing kit, Advanced: Includes	 a	 lightweight	 harness	
  suitable	for	abseiling	or	rappelling,	expanding	mini-pitons	for	small	
  rock	crevices,	and	more	advanced	versions	of	the	accessories	in	
  the	basic	kit.
   
  Deep-Diving Suit: A	 heavy,	 armored	 suit	 designed	 to	
  allow	 the	 user	 to	 operate	 in	 extremely	 deep	 water.	The	 deep-
  diving	suit	includes	an	advanced	gel-breathing	system,	which	is	
  tremendously	unpleasant	to	use	but	allows	6	hours	of	operation.	
  The	gel	is	tiring	to	breathe,	and	there	is	a	hazard	in	both	donning	
  and	removing	the	suit,	in	that	the	character	must	“drown”	in	the	
  gel,	and	then	get	it	out	of	her	lungs	afterwards.	
   
  Dive Suit, Heated: An insulating suit fitted with small heater 
  coils	 powered	 by	 a	 belt	 battery	 unit.	A	 heated	 dive	 suit	 allows	
  the	user	to	operate	without	harm	in	very	cold	water	for	several	
  hours.	
   
  Heatsuit: A	 coverall-like	 garment	 incorporating	 battery-
  powered	 heater	 coils.	 The	 heatsuit	 eliminates	 the	 ill	 effects	 of	
  temperatures	down	to	–60	Celsius.	It	is	not	damaged	by	immersion	
  in	 water,	 but	 will	 not	 function	 while	 the	 user	 is	 immersed.	The	
  battery	lasts	2	hours	and	can	be	recharged	or	replaced.	The	suit	
  can	also	be	directly	powered	from	the	output	socket	of	a	vehicle	
  plant	or	a	fusion	still.	
   
  Mask, Life-Support: The	Life-Support,	or	“space”	mask	is	
  functionally	similar	to	the	TL7	environment	mask,	but	can	be	used	
  in	space	or	underwater	down	to	a	depth	of	5m.	If	gives	a	full	seal	
  with	NBC	or	other	emergency	suiting	such	as	a	body	pressure	
  sleeve. The mask has integral filters but is normally connected 
  by a hose to a belt-mounted filter/blower unit or 1-hour air tank. 
  Using the belt filter makes breathing easier and reduces fatigue. 
  The	air	tank	is	necessary	for	vacuum	or	underwater	use.	
   
  A filter unit and a single air tank are included in the mask 
  price.	Additional	units	cost	Cr500	and	mass	.5	kilograms.
   
  NBC Alarm: A	personal	alarm	unit	that	automatically	monitors	
  for	 radiation,	 chemical	 and	 biological	 threats,	 and	 gives	 both	
  alarm	and	an	indication	of	severity	(Mild-Moderate-High-Severe-
  Extreme). It does not indicate the specific threat but will inform 
  the	user	whether	the	hazard	is	radiation,	biological	or	chemical.	
  For	Cr000,	a	more	detailed	output	is	available	that	will	indicate	
  the specific threat if known to the unit’s database. 
   
  NBC Suit: An	 advanced	 protective	 suit	 composed	 of	
  “breathable”	 fabric	 that	 prevents	 heat	 buildup	 while	 protecting	
  the	 user	 from	 airborne	 contaminants,	 biological	 or	 chemical	
  weapons,	 and	 radioactive	 fallout.	 It	 offers	 no	 protection	 from	
  direct	radiation	or	vacuum,	and	requires	an	environment	or	life	
  support	mask	to	be	effective.	NBC	suiting	is	designed	to	be	easy	
  to	decontaminate	and	is	only	slightly	more	cumbersome	than	the	
  normal field uniform worn by soldiers.
   
  Slaplock: A	simple	mechanical	or	combination	lock	that	can	
  be	“slapped”	onto	any	door	or	container	to	secure	it.	The	Slaplock	
  will	prevent	the	portal	or	lid	from	opening	by	accident,	and	will	
  defeat	casual	attempts	at	entry,	but	it	is	not	particularly	robust	and	
  can	be	easily	broken.	The	primary	use	of	slaplocks	is	to	prevent	
  casual	pilfering,	to	detect	intrusion	or	to	secure	a	broken	portal	for	
  the	time	being.	
   
  Survival kit, Vehicle: A	standard	survival	kit	carried	aboard	
  ATVs,	lifeboats	and	small	craft	throughout	Charted	Space.	Each	
  kit	is	designed	to	equip	4	people.	Imperial	Law	requires	that	all	
  spacegoing	 vessels	 include	 one	 kit	 per	 4	 passengers	 or	 crew.	
  Contents	include:
  •
  1 Survival Rifle, plus 50 rounds shot and 50 ball
  •
  	Hatchet
  •
  	Field	Medical	Kit
  •
  4	Personal	Survival	Kit
  •
  4	Field	Kit,	Personal
  •
  4	Sets/Emergency	Cold	Weather	Clothing
  •
  4 Combination Masks plus extra filters
  •
  Field	Rations	for	60	person-days	(5	days	for	4	people)
  •
  4 Bulk water storage containers with filters
  •
  1 Water Purification Kit
  •
  2	Pressure	Tent
  	
   
  Tool Set, Rescue: A	comprehensive	set	of	supports,	cutting	
  gear	and	other	tools	used	to	reach	and	rescue	trapped	persons.	
  Does	not	include	sensors.	
   
  Vac Suit: A	vac	suit	is	a	sealed	suit	that	provides	against	
  hostile	conditions	such	as	vacuum	and	trace,	exotic,	or	corrosive	
  atmospheres.	May	also	be	worn	in	very	thin	or	tainted	atmospheres	
  if	 desired.	 Includes	 oxygen	 tanks,	 short-range	 communicators,	
  and	 other	 required	 equipment.	 Vac	 suits	 offer	 some	 protection	
  against	radiation	and	physical	damage,	though	if	torn	they	will	
  rapidly	lose	pressure.
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  Beacon, Emergency: A	 multi-frequency	 beacon/repeater	
  
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  designed	to	assist	rescuers.	The	beacon	transmits	an	emergency	
  signal	 and	 can	 record	 a	 simple	 message	 to	 be	 played	 if	 the	
  beacon	receives	a	signal	(usually	this	is	the	direction	or	location	
  of	the	beacon’s	users,	if	they	have	had	to	move).	The	beacon	
  will also signal with a siren and flashing strobe light if manually 
  triggered	or	if	it	receives	an	activation	signal	on	the	civilian	or	
  military	emergency	channels.	
   
  Bio-Analysis Unit: A	 portable	 laboratory	 unit	 capable	 of	
  identifying	the	composition	of	organic	matter	in	a	few	minutes.	
  Can	be	used	to	determine	if	an	organism	is	edible	or	to	determine	
  the	nature	of	a	biological	weapon.	
   
  Cable: 10 meters of strong fiber or metal cable suitable for 
  climbing	 or	 light	 towing	 applications.	 Very	 similar	 to	 the	 cargo	
  tethers	used	aboard	merchant	starships.	
   
  Cargobot: Not	 a	 true	 robot,	 the	 cargobot	 is	 a	 powerful	
  lifting/carrying	unit	operated	from	close	by.	Most	cargobots	use	
  a	“waldo”	system,	whereby	the	user	directly	controls	the	bot	with	
  his	or	her	own	body	motions.	
   
  Cold Weather Clothing, Advanced: Using	 quick-drying,	
  waterproof,	 and	 super-insulating	 materials,	 advanced	 cold	
  weather	clothing	protects	against	frigid	weather	(-20º	Celsius	or	
  below).	Adds	a	+0	circumstance	bonus	to	all	Fortitude	saves	
  against	cold	weather	exposure.
   
  Combination Viewer: A	set	of	goggles	incorporating	IR	and	
  light intensification functions, along with brightness-linked safety 
  cutouts.	The	viewer	can	be	used	in	optical,	IR	or	thermal	mode,	
  or	any	combination	of	the	three,	though	this	can	be	disorientating	
  to	unskilled	users.
   
  Communicator, Personal (“Comm”): A	hand-held,	single	
  channel	communication	device.	On	world	with	a	tech	level	of	8	
  or	higher	a	personal	communicator	is	able	to	tap	into	the	world’s	
  satellite	 communication	 network	 and	 with	 the	 proper	 address,	
  contact	 any	 other	 communicator	 in	 the	 world	 (for	 a	 fee).	 The	
  channel	is	private,	but	not	secure	and	may	be	monitored	on	some	
  worlds.	 Usually	 network	 access	 can	 be	 arranged	 at	 the	 local	
  starport	for	a	small	fee.	On	worlds	with	a	tech	level	of	7	or	less,	
  personal	 communicators	will	not	work	except	for	direct	comm-
  to-comm	contact	over	distances	of	not	more	than	a	few	hundred	
  meters.
  	
  Many	individuals	purchase	accessories	for	their	comm.	The	
  most	 useful	 is	 a	 specialized	 computer	 device	 called	 an	 Aide.	
  The	Aide	stores	a	considerable	amount	of	information	that	the	
  character feels he may find useful, downloads news or market 
  information	 when	 available,	 and	 reminds	 the	 character	 about	
  his	schedule	at	appropriate	times.	Many	travellers	conduct	their	
  business	by	comm	while	on	the	move.	
  	
  An	Aide	costs	Cr250.
   
  Commsat, Standard: A	simple	communications-relay	device	
  designed	to	be	placed	in	a	stable	orbit	from	a	starship	or	ground	
  launcher.	It	will	last	about	6	months	to	a	year	in	orbit	and	is	not	
  reusable.
   
  Desert Suit, Advanced: An	 all-in-one	 suit	 designed	 to	
  minimize	 moisture	 loss	 by	 trapping	 sweat	 between	 the	 porous	
  inner layer and impermeable outer one. The suit is reflectorized 
  to	 reduce	 the	 heating	 effect	 of	 the	 sun	 (though	 a	 dulled	 or	
  camouflage option is also available). It includes a hood, facemask, 
  and	goggles.	The	suit	adds	a	+5	bonus	to	Fortitude	saves	to	avoid	
  the	ill	effects	of	a	desert	climate.
   
  Inertial Locator: Indicates	direction	and	distance	traveled	
  from	the	starting	location.	
  	
  Personal HUD: A	personal	HUD	(heads-up	display)	can	be	
  fitted to a set of goggles or shades, a monocle, or the inside of 
  a	helmet	faceplate.	The	HUD	displays	information	from	a	variety	
  of	 sources.	 Incoming	 messages	 and	 video	 from	 a	 character’s	
  personal	comm,	data	pulled	up	from	a	handcomp	or	an	aiming	
  reticule	for	weapon	canal	be	displayed.	Tying	any	given	device	or	
  weapon	into	the	HUD	and	calibrating	it	properly	takes	an	hour	and	
  costs	Cr500.	Information	exchange	can	be	by	cable	or	wireless	
  means.	The	latter	creates	a	certain	amount	of	radio	“noise”	which	
  can be detected or jammed, so military HUDs normally use fiber-
  optic	cable.	
  	
  Portable Airlock: A flexible pressure tent kept rigid by a 
  collapsible	frame,	the	portable	airlock	has	two	openings	and	thus	
  can	be	sealed	to	a	bulkhead	to	create	an	emergency	airlock.	It	is	
  most	commonly	used	when	cutting	into	a	starship	hull	for	rescue	
  purposes,	to	preserve	the	environment	inside,	but	can	be	also	
  used	to	seal	a	building	against	NBC	conditions.	The	airlock	is	big	
  enough	for	two	vac	suited	persons	at	once,	and	is	reasonably	
  robust. It comes with a small air bottle to inflate it, but normally 
  relies	on	pressure	from	the	area	being	cut	into.
  	
  Rescue Ball: A	rescue	ball	is	intended	to	allow	personnel	
  to	survive	a	pressure	breach	in	a	space	vessel.	It	consists	of	a	2	
  meter diameter ball of reflectorized plastic and a small air bottle 
  good	 for	 4	 person-hours.	 Rescue	 balls	 are	 mandatory	 aboard	
  passenger-carrying	 starships.	 They	 are	 located	 at	 strategic	
  points	around	the	ship	and	in	staterooms.	Intended	for	untrained	
  personnel,	 they	 are	 very	 easy	 to	 use.	 The	 character	 open	 a	
  zipped flap, climbs inside and zips the opening shut, then triggers 
  the air bottle to inflate the ball. A clear section allows vision, and 
  most	rescue	balls	have	a	“glove”	that	a	character	can	insert	her	
  arm	into	in	order	to	manipulate	outside	objects	in	addition	to	a	
  towing	or	securing	tether.	
  	
  The	ball	is	reasonably	robust,	and	gives	a	good	radar	return	
  due	to	the	metallic	coating.	A	person	inside	one	can	move	around	
  (assuming	 there	 is	 some	 gravity)	 by	 walking	 on	 the	 inside,	
  treadmill	 fashion.	 Balls	 are	 normally	 intended	 for	 the	 use	 of	 a	
  single	person,	though	more	than	one	individual	can	get	into	one	
  at	need.	
  	
  Scrambler Unit: A	small	com-scrambler	and	encryption	unit	
  that	can	be	used	with	a	personal	comm	or	other	communications	
  devices.	
  	
  Welding kit, Advanced: A	 composite	 plasma/electric	 arc	
  welding	kit	useful	for	many	light	and	medium	applications.
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  Body Pressure Sleeve: A form-fitting garment similar to a 
  wetsuit,	worn	as	an	under-uniform	by	some	spacegoing	services.	
  The	body	pressure	sleeve	is	designed	to	protect	the	user	in	low	
  pressure	environments	(allowing	normal	function	in	Very	Thin	and	
  Trace	atmospheres)	and	to	give	some	protection	against	vacuum.	
  The	ankles	seal	to	boots,	and	a	set	of	gloves	are	normally	carried	
  in	a	belt	pouch.	To	be	any	use,	the	suit’s	hood	must	be	pulled	up	
  and	sealed	to	a	Life-Support	Mask	(not	included	in	the	price	of	the	
  suit).
  	
  The	Body	Pressure	Sleeve	is	designed	to	give	personnel	a	
  survival	margin	in	an	emergency.	It	is	not	a	substitute	for	a	proper	
  vac	suit,	though	it	can	be	worn	under	one.	A	user	with	a	proper	
  mask can function indefinitely in Very Thin atmosphere, for about 
  5	 minutes	 in	 Trace	 Atmosphere,	 and	 for	 about	 5	 minutes	 in	
  hard	vacuum.	After	this	period,	the	character	begins	to	take	half	
  damage	from	vacuum	exposure.
  	
  Bulkhead Patches: A set of rigid and flexible bulkhead 
  patches	 of	 assorted	 size,	 plus	 adhesives	 and	 sealant	 to	 allow	
  pressure	breaches	in	a	starship	or	space	vessel	to	be	temporarily	
  repaired.	The	patches	are	no	substitute	for	a	real	repair,	and	tend	
  to	fail	after	6-24	hours.	They	are	mainly	used	to	allow	the	crew	to	
  make	a	more	permanent	repair.
  	
  Camera, Advanced Digital: An	 advanced	 version	 of	 the	
  digital	 camera	 capable	 of	 recording	 and	 displaying	 moving	
  holographic	images.	
  	
  Combination Analysis Unit:	A	Biological/Chemical	lab	unit	
  in	a	portable	housing,	capable	of	all	the	functions	of	the	bio	and	
  
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  chemical	 analysis	 units	 but	 faster	 and	 with	 greater	 accuracy.	
  The	 unit’s	 database	 contains	 many	 common	 and	 uncommon	
  compounds	 and	 can	 advise	 on	 the	 properties	 of	 (and	 hazards	
  posed	by)	most	known	substances.	
  	
  Cutting Gear, Laser: A	backpack	power	supply	and	laser	or	
  plasma	cutting	unit,	this	cutting	gear	is	standard	for	use	aboard	
  starships.	It	can	cut	through	most	materials,	though	superdense	
  hull	armor	will	require	a	very	long	time	to	breach.
  	
  Intrusion kit, Advanced: A	similar	kit	to	the	basic	version,	
  the	 advanced	 intrusion	 kit	 is	 constructed	 of	 more	 advanced	
  materials	 and	 includes	 test	 probes	 for	 investigating	 electronic	
  locks.	
  	
  Parachute, Grav: A	personal	harness	incorporating	a	smaller	
  version	of	the	Grav	Belt.	The	chute	can	be	manually	controlled	or	
  set	to	activate	at	a	given	altitude.	Instead	of	relying	upon	wind	
  resistance, a grav chute uses a localized contragrav field to slow 
  the	user’	s	descent.	It	does	not	allow	much	more	lateral	movement	
  than	a	standard	parachute	but	functions	even	on	worlds	with	no	
  atmosphere.	It	can	be	cut	in	and	out,	or	used	for	slight	braking	
  rather	than	the	all-or-nothing	available	with	a	conventional	chute.	
  The	internal	batteries	are	good	for	one	descent.	A	grav	parachute	
  cannot	be	used	to	give	“lift”	for	upward	movement.	It	will	slow	the	
  user’s	fall	whichever	way	up	he	or	she	may	be.	Internal	safety	
  devices	will	normally	ensure	that	the	user	makes	a	soft	landing,	
  often	at	very	low	speed,	even	if	unconscious.
  	
  Personal Re-Entry kit: A	re-entry	kit	consists	of	an	alignment	
  thruster,	altimeter	and	a	parawing,	plus	an	ablative	heat	shield.	
  The	latter	is	deployed	in	the	form	of	a	frame	and	a	foam	covering	
  that	sets	hard	in	seconds.	If	the	user	gets	it	just	right,	she	can	
  make	a	controlled	re-entry	to	any	world	with	a	Thin	atmosphere	
  or better, protected from heat by the shield and finally making a 
  descent	by	parawing.	The	procedure	is	complex	and	dangerous.	
  Characters without the Armor proficiency: Vac Suit feat cannot 
  attempt	a	controlled	re-entry	and	will	automatically	fail	in	lethal	
  fashion.	Those	who	have	the	Vac	Suit	feat	suffer	a	–4	penalty	
  on	all	DEX	checks	unless	they	have	the	basic	Drop	Trooper	feat.	
  Subsequent	levels	of	Drop	Trooper	give	a	bonus	to	DEX	checks	
  (see	the	Additional	Feats	section	for	more	details).
  	
  The	procedure	for	a	controlled	re-entry	is	as	follows:
  	
  Initial	stage:	the	character	must	set	up	an	appropriate	angle	
  of	entry.	This	requires	a	DEX	check	at	DC5.	Failure	by	9	or	less	
  means	that	the	character	has	“skipped”	off	the	atmosphere.	Roll	
  d6.	If	the	result	is		to	5,	the	character	can	have	another	attempt	
  at	setting	up	the	entry,	but	DC	goes	up	by	whatever	the	roll	was.	
  On	a	6,	the	character	drifts	out	into	space,	beyond	the	ability	of	
  her	suit	thrusters	to	compensate,	and	will	die	of	not	rescued.
  	
  If	the	roll	is	failed	by	0	or	more,	the	entry	was	far	too	steep	
  and the character meets a fiery death.
  	
  If	the	entry	is	set	up	correctly,	the	character	can	deploy	her	
  heat	shield	and	attempt	to	keep	it	properly	aligned.	This	requires	
  another	DEX	check	at	DC5.	Success	means	that	the	character	
  re-enters	 correctly	 and	 descends	 to	 a	 rather	 rough	 but	 safe	
  landing	by	parawing.	Failure	by	0	or	more	means	instant	death.	
  Failure	 by	 9	 or	 less	 means	 that	 the	 character	 is	 on	 the	 verge	
  of	losing	control.	She	takes	3d6	Stamina	damage	and	can	roll	
  again	for	control,	this	time	at	DC20.	If	control	is	not	regained,	
  but	the	failure	margin	is	9	or	less,	the	character	again	take	3d6	
  Stamina damage and can make a final bid for control. If this one is 
  made,	the	parawing	is	deployed	late	and	badly,	and	the	character	
  slams	into	the	ground	for	3d6	Lifeblood	damage.	If	it	is	failed,	
  the	character’s	parawing	burns	off,	or	does	not	deploy	correctly,	
  and	the	character	makes	an	impressive	crater	with	no	chance	of	
  survival.
  	
  Some	 individuals	 make	 a	 sport	 of	 personal	 re-entry.	 It	 is	
  banned	on	many	worlds,	for	safety	reasons.	
  	
  It	is	not	possible	to	take0	or	take20	while	re-entering.
  	
  Re-entry	computers	are	available,	which	can	function	as	an	
  autopilot	 for	 emergency	 re-entry.	 The	 computer	 costs	 Cr2500	
  (more	than	the	kit	itself!)	and	allows	an	untrained	user	to	attempt	
  re-entry	as	if	she	had	a	DEX	bonus	of	0	and	with	no	penalties	for	
  lacking	any	required	feats.
   
  Portacomp: A	laptop	or	briefcase-sized	computer	capable	
  of	 interfacing	 with	 a	 personal	 comm	 and	 larger	 computers.	 A	
  portacomp	 can	 run	 a	 range	 of	 programs,	 and	 can	 be	 used	 to	
  provide	additional	processing	power	to	a	translator	or	analysis	
  unit,	or	simply	to	store	data.
   
  Tool Set, Starship Engineer: A	 full	 tool	 kit	 for	 shipboard	
  engineering	 personnel,	 including	 PRIS	 goggles,	 manual	 Iris	
  valve	opener,	electronic	and	gravitic	test	and	repair	equipment,	
  wrenches,	sockets,	and	a	large	hammer.
  Tl11 EQUIpmEnT
   
  Hand Computer: The	 “handcomp”	 provides	 services	 of	 a	
  small	computer,	plus	serves	as	a	computer	terminal	when	linked	
  (by	its	integral	radio,	network	interface	jack,	or	by	other	circuit)	
  to	a	standard	computer.	If	an	astrogator	has	a	handcomp	handy,	
  the	penalty	for	no	astrogation	computer	when	plotting	a	course	is	
  reduced	to	only	+2	on	the	DC.
  	
  Satellite Launcher, Field: A	semi-mobile	ground	launch	unit	
  for	small	satellites.	The	unit	includes	a	gantry	and	control	unit,	
  plus	a	single	booster,	but	no	satellites.	Additional	boosters	cost	
  Cr50,000	and	weigh	200	kilograms.	The	launcher	can	only	put	up	
  temporary	satellites	into	low	orbit.	
  	
  Survey Satellite: A	 Sursat	 can	 be	 launched	 from	 a	
  shipboard	 missile	 launcher	 or	 a	 ground	 launcher.	 It	 is	 capable	
  of	undertaking	basic	communications	and	beacon	functions	and	
  quite	sophisticated	mapping	and	survey	operations.	Sursats	can	
  report	on	weather	and	atmospheric	conditions	constantly.	Life	is	
  3-5	years	if	placed	in	a	stable	orbit.	Sursats	have	a	small	internal	
  power	source,	backed	up	by	solar	collectors.
  Tl12 EQUIpmEnT
  	
  Binoculars, PRIS: PRIS	 (Portable	 Radiation	 Imaging	
  System)	 binocs	 have	 no	 lenses,	 but	 instead	 project	 an	 image	
  for	the	user	as	if	she	were	using	optical	binocs.	The	image	can	
  be	 gathered	 using	 a	 variety	 of	 wavelengths:	 optical,	 infrared,	
  ultraviolet,	radio	and	x-ray	to	name	a	few.	The	binocs	do	not	emit	
  these wavelengths, they merely read emissions and reflections 
  of	 naturally-occurring	 wavelengths,	 then	 convert	 the	 data	 into	
  an	 optical	 display	 using	 false	 color.	 Composite	 images	 using	
  different	 spectra	 are	 possible	 and	 can	 highlight	 things	 missed	
  when	viewing	in	just	one	mode,	but	very	confusing	to	an	unskilled	
  user.
   
  Bug Detector: A	 handheld	 scanning	 device	 designed	 to	
  detect	electronic	listening	devices.	The	basic	bug	detector	can	
  only	be	used	to	scan	for	bugs,	but	for	Cr2500	a	detector/jammer	
  is	available.	This	unit	has	two	more	settings:	it	can	overload	and	
  destroy	 bugs	 within	 range	 (a	 few	 meters)	 or	 simply	 jam	 their	
  output	 for	 a	 time,	 leaving	 them	 functional	 after	 the	 jammer	 is	
  switched	off.	The	detector	can	only	detect,	jam,	or	destroy	bugs	
  up	to	TL2.
   
  Bugging kit: A	set	of	small	electronic	listening/transmitting	
  devices	and	a	receiver	unit.	More	advanced	kits	are	available	at	
  TL3,	TL4	and	TL5.	Each	TL	adds	Cr2000	to	the	price	of	the	kit	
  but	makes	detection	a	little	harder.
   
  Communicator, Personal, Advanced: A	 more	 capable	
  version	 of	 the	 basic	 hand-held	 comm,	 normally	 worn	 as	 a	
  wristband.	The	advanced	comm	incorporates	all	the	functions	of	
  an	Aide,	and	has	more	memory	available	for	specialist	functions.	
   
  Emergency Hostile Environment Suit: A	 disposable	
  emergency	vac	suit	designed	to	protect	the	wearer	from	corrosive,	
  insidious,	and	similarly	hazardous	atmospheres	(and	of	course	
  
  72
  8
  EQUIpmEnT
  vacuum).	The	suit	is	good	for	6-8	hours,	after	which	there	is	a	0%	
  (non-cumulative)	chance	that	it	will	fail	every	hour.	Emergency	
  suits	are	usually	carried	by	starships	to	allow	engineering	crew	to	
  make	emergency	repairs	under	unusual	conditions.	The	suit	can	
  be	refurbished	for	75%	of	its	initial	cost,	but	each	refurbishment	
  adds	 5%	 to	 the	 chance	 of	 failure	 after	 the	 “safe”	 time,	 and	
  additionally	reduces	time	to	failure	by		hour.	Once	the	failure	
  chance	 has	 reached	 50%,	 the	 suit	 is	 too	 degraded	 to	 be	 any	
  further	use.	
  	
  Emergency Softsuit: A	 disposable	 emergency	 vac	 suit	
  including	 gloves	 and	 a	 soft,	 collapsible	 “bubble”	 helmet,	 the	
  softsuit	has	no	armor	value	and	offers	no	protection	against	hostile	
  environments.	Starships	are	required	to	carry	enough	emergency	
  suits	 or	 rescue	 balls	 to	 allow	 the	 crew	 and	 all	 passengers	 to	
  survive depressurization. Softsuits are more difficult to use, and 
  require	the	vac	suit	feat,	so	are	normally	used	for	crew	only.	Well-
  equipped	 ships	 include	 a	 softsuit	 at	 each	 crew	 position	 and	 a	
  few	spares	at	strategic	points,	in	addition	to	the	crewmember’s	
  personal	vac	suit.	
  	
  The	softsuit	includes	a	small	air	bottle	(4	hours’	worth)	and	
  can	 be	 plugged	 into	 shipboard	 life-support	 points	 to	 prolong	
  this supply. It is rather flimsy, and it offers no protection against 
  radiation,	making	it	a	poor	choice	for	repair	work	or	routine	duty	
  and	a	desperate	last	resort	for	EVA	work.
  	
  Medikit, Personal:	A	personal	medikit	is	basically	a	small	
  personal electronic pharmacy tailored to a specific user’s body 
  chemistry.	 When	 worn	 (usually	 on	 upper	 arm,	 thigh,	 or	 lower	
  back)	it	is	always	active	and	monitoring	the	wearer’s	bio-signs	
  for	any	changes.	As	needed	the	medikit	will	dispense	anti-toxins,	
  antibiotics,	 stimulants,	 sedatives,	 and	 other	 pharmaceuticals	
  needed to keep the user at peak efficiency. This has the added 
  benefit of boosting the user’s natural base healing rate from 1 
  Stamina	point	per	hour	to	2.	Under	normal	(adventuring)	conditions	
  a	personal	medikit	will	need	to	be	recharged	every	4	weeks.	Of	
  course	heavier	demands	on	the	medikit	may	considerably	reduce	
  the	available	drug	supply	much	sooner.
  	
  In	the	event	of	poisoning	or	infection,	a	personal	medikit	will	
  impart	a	+5	to	all	Fortitude	saving	throws	against	the	effects	of	
  such	dangers.
  	
  Most	 medikits	 are	 also	 equipped	 to	 store	 and	 dispense	 a	
  single	dose	of	Medical	Slow	drug	should	it	ever	be	needed.	If	
  the	wearer	is	ever	dying	(0	Lifeblood	or	lower),	the	medikit	will	
  automatically	use	the	Medical	Slow	drug	if	it	is	available	and	there	
  is	not	a	risk	of	overdose.	The	user	can	activate	the	Medical	Slow	
  at	any	time	if	needed.	If	desired,	this	can	be	replaced	with	a	dose	
  of	Slow,	Combat,	or	Medical	drugs	instead.
  	
  It	is	very	dangerous	to	attempt	to	use	a	Medikit	that	has	been	
  tailored	to	another	person’s	body	chemistry.	If	such	an	attempt	is	
  made two Fortitude saving throws must be made. If the first saving 
  throw	 (DC5)	 fails,	 the	 user	 immediately	 suffers	 a	 Traumatic	
  Shock	injury	(d6	Lifeblood	damage,	ignore	the	second	saving	
  throw).	If	the	second	saving	throw	(DC0)	fails,	the	medikit	simply	
  does	not	work	for	the	user.	If	both	saving	throws	are	successful,	
  the	medikit	will	function	normally	for	the	user.
  	
  A	 Personal	 Medikit	 costs	 Cr5,000,	 plus	 Cr500	 for	 basic	
  supplies.	Specialized	drugs	must	be	purchased	separately.
  	
  Mediscanner, Personal: A	small	bio-monitoring	unit	normally	
  worn	on	the	belt	or	upper	arm.	A	personal	mediscanner	monitors	
  a	 character’s	 life	 signs	 and	 data	 such	 as	 blood	 composition,	
  blood	sugar,	and	body	temperature.	It	warns	when	exhaustion	
  or	dehydration	are	becoming	dangerous,	gives	information	to	the	
  user	or	medical	personnel	about	poisoning	and	other	dangerous	
  conditions,	and	allows	a	quick	diagnosis	of	many	conditions.	The	
  mediscanner	gives	a	+3	circumstance	bonus	to	all	medical	skill	
  checks.	 
   
  Mediscanner, Portable: A	general	version	of	the	personal	
  mediscanner for use by field medics. The device is not optimized 
  for	a	single	user,	so	takes	up	to	2	minutes	to	calibrate	itself	to	
  each	new	subject.	It	gives	the	same	data	as	the	personal	version	
  (though	slightly	less	detailed),	allowing	a	+2	circumstance	bonus	
  to	all	medical	checks	once	it	is	calibrated.	Most	mediscanners	are	
  able	to	deal	with	all	common	species,	and	add-on	chips	for	other	
  species	are	available	at	Cr500	each.
   
  Thrust Pack: An	advanced	maneuvering	system	incorporated	
  in	 a	 vac	 suit	 backpack,	 the	 Thrust	 pack	 allows	 four	 hours	 of	
  moderate	maneuvering	or	about	5	minutes	of	near-continuous	
  thrust.	The	unit	includes	a	simple	inertial	autopilot	and	stabilizer/
  spin-correction	computer.
  	
  Translator: A	handheld	device	capable	of	translating	audible	
  language	 into	 Galanglic	 (or	 any	 other	 language).	 The	 basic	
  translator	is	set	for	several	dialects	and	the	common	languages	
  of	the	region.	Additional	language	chips	are	available	for	Cr500	
  per	language.	
  	
  The	translator	cannot	translate	an	unknown	tongue.	It	is	not	
  “smart,”	but	merely	recognizes	sounds	and	converts	them.
  	
  A	 unit	 capable	 of	 translating	 nonverbal	 communication	
  (pheromones, sign language etc.) costs five times as mush as 
  the	basic	version.
  Tl13 EQUpmEnT
  	
  AutoDoc:	An	autodoc	is	a	small	self-contained	diagnostic,	
  pharmaceutical,	 and	 surgical	 system	 about	 the	 size	 of	 a	 Low	
  Berth chamber or large coffin. Often found on starships, it is 
  capable	 of	 diagnosing	 and	 treating	 disease,	 infection,	 injuries,	
  and other medical conditions as if a qualified doctor of Skill rank 
  2	was	attending	the	patient.
   
  Autodoc 
  Cr1,000,000 
  0.5 tons
   
  Supplies 
  Cr100,000
   
  Capabilities
  Heals	all	Stamina	in	one	hour	(	per	day	is	natural)
  Speeds	the	base	natural	healing	of	Lifeblood	to	5	per	week
  Broken	Bones
  DC0
  Minor	Surgery
  DC5
  Routine	Surgery
  DC20
  	
  	
  At	TL4,	an	Autodoc	is	capable	of	reanimation,	provided	no	
  more	 than	 5	 minutes	 have	 passed	 since	 the	 subject’s	 death.	
  This	 period	 can	 be	 extended	 by	 extremely	 cold	 conditions	 or	
  placing	the	corpse	in	a	low	berth.
  	
  Densitometer: A bulky device used by field scientists and 
  engineers	to	determine	the	thickness	and	density	of	materials.	
  Densitometers	 can	 give	 an	 indication	 of	 the	 likely	 composition	
  of	 a	 material	 and	 can	 be	 used	 to	 map	 underground	 areas	 or	
  buildings	without	entering	them.	A	TL4	version	costs	Cr2,000	
  and	weights	half	as	much.
  	
  Fusion Still: A	fusion	still	is	built	around	a	small	fusion	unit,	
  which	will	run	continuously	for	5	years.	The	still	has	a	hopper,	
  which can take fluids or organic matter. Collection areas within 
  the	still	allow	potable	water	to	be	extracted,	or	a	just-about-edible	
  nutrient	product	normally	known	as	“glop.”	The	exact	composition	
  of	glop	varies	depending	upon	what	is	put	into	the	still,	and	in	
  some	 cases	 vital	 nutrients	 will	 be	 missing.	 The	 still’s	 readout	
  advises	the	user	as	to	how	good	his	or	her	glop	will	be	today,	
  but	even	the	best	technology	cannot	make	glop	taste	any	better.	
  Glop	can	be	output	as	dry,	jaw-busting	bars	or	a	damp	and	fairly	
  disgusting	porridge.	
  	
  The	still	has	a	power	output	socket	and	a	cable	for	recharging	
  items	like	powered	tools,	and	indeed	includes	two	hand	lamps.	It	
  
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  EQUIpmEnT
  also	 has	 a	 built-in	 light	 unit	 and	 a	 heater	 that	 can	 be	 used	 to	
  warm	a	shelter	or	to	provide	localized	heat	for	cooking.	Marooned	
  starfarers with a fusion still will usually find that their food and 
  water	needs	are	taken	care	of.	However,	many	users	cite	the	still	
  ‘s	food	output	as	the	single	greatest	drain	on	their	will	to	live.
  	
  Fortunately,	 the	 still	 can	 also	 be	 used	 to	 distil	 alcoholic	
  beverages	into	spirits	for	medical	or	recreational	use.
  	
  Rescue Suit: An	advanced	vac	suit	with	additional	equipment	
  built	in,	the	rescue	suit	is	designed	to	maximize	the	capabilities	
  of	 rescue	 workers.	 Somewhat	 more	 bulky	 than	 the	 standard	
  suit,	a	rescue	suit	includes	an	oversized	power	unit	for	tools,	a	
  “buddy”	air	supply	to	feed	another	suit,	a	specialized	tool	harness	
  containing	a	range	of	rescue	tools,	and	an	arm	attachment	for	
  either	a	lightweight	laser	cutter	unit,	a	set	of	pincer-jaws	or	other	
  heavy	 tools.	 The	 suit	 has	 a	 full	 towing/attachment	 rig	 and	 a	
  powerful	built-in	maneuvering	system.
  Tl14 EQUIpmEnT
  	
  Biosniffer: A	portable	biological	detection	and	analysis	unit,	
  the	biosniffer	can	be	used	to	detect	traces	of	organic	processes	
  (i.e.	 life)	 or	 to	 analyze	 the	 composition	 of	 matter.	 Its	 internal	
  database	allows	rapid	indications	to	be	made	as	to	the	nature	
  of	biological	matter	and	whether	it	poses	a	threat	to	travellers.	
  Biosniffers	can	be	emplaced	and	used	for	remote	analysis	and	
  monitoring	and	can	be	programmed	to	indicate	the	presence	of	
  specific types of creature. They can thus be used to indicate, for 
  example,	whether	a	given	game	trail	is	used	by	Humans,	Vargr,	
  or	the	local	predators,	or	to	give	warning	of	the	approach	of	any	
  large carnivore. Biosniffers are most commonly used by field 
  scientists	 surveying	 planets	 or	 by	 botanists	 searching	 for	 new	
  species.
  	
  Neural Activity Detector: A	large	and	bulky	unit	that	detects	
  brainwave	 activity	 and	 can	 indicate	 the	 order	 of	 the	 creature	
  emitting	 it	 (i.e.	 Human-equivalent	 might	 be	 Vargr,	 Aslan	 or	
  Droyne;	Dog-equivalent	might	actually	be	a	horse	or	a	Kian),	and	
  the	number	of	emissions	(individuals)	within	an	area.	The	unit	is	
  not	very	reliable	or	precise,	and	can	be	fooled	by	large	numbers	
  of	low-order	brainwave	emissions.	At	TL5,	the	unit	weighs	only	
  0	kilograms	and	costs	Cr65,000.	It	is	far	more	reliable	however.
  Tl15 EQUIpmEnT
  	
  Bug Detector, Advanced: A	 handheld	 scanning	 device	
  designed	to	detect	electronic	listening	devices.	The	standard	bug	
  detector	 can	 only	 be	 used	 to	 scan	 for	 bugs,	 but	 for	 Cr7500	 a	
  detector/jammer	is	available.	This	unit	has	two	more	settings:	it	
  can	overload	and	destroy	bugs	within	range	(a	few	meters)	or	
  simply	jam	their	output	for	a	time,	leaving	them	functional	after	the	
  jammer	is	switched	off.	The	advanced	detector	can	only	detect,	
  jam	or	destroy	bugs	up	to	TL5.
  DRUgS AnD pHARmACEUTICAlS
  	
  The	 active	 components	 in	 drugs	 may	 be	 derived	 from	
  many	 sources.	 On	 some	 worlds,	 eating	 a	 particular	 leaf	 may	
  have	the	same	effect	as	taking	a	high-technology	manufactured	
  prescription	drug.	Thus	it	is	always	possible	that	drug	prices	will	
  vary.	Tech	levels	and	costs	therefore	refer	to	reliably	synthesized	
  drugs.
   
   
  Anagathics: Anagathics	 are	 a	 specialized	 drug	 treatment	
  that	can	halt	the	effects	of	aging	in	its	tracks.	They	are	illegal	
  in	 some	 areas.	The	 drug	 must	 be	 taken	 regularly	 each	 month	
  for	 as	 long	 as	 the	 age	 retarding	 effects	 are	 desired.	 It	 takes	
  approximately	 one	 year	 of	 regular	 dosage	 for	 the	 full	 effect	 to	
  develop. This means that during the first year on Anagathics a 
  character will continue to age normally. After that first year, as 
  long	as	the	regular	monthly	dose	is	taken,	the	character	will	no	
  longer	age	and	remain	at	their	present	physical	age.
   
  Once past the first year, a character can miss one month 
  without	suffering	ill	effects,	but	if	a	character	misses	two	or	more	
  dosages,	 they	 must	 abstain	 completely	 for	 one	 year	 before	
  once	 against	 restarting	 the	 treatments.	 The	 one-year	 build-up	
  period	must	be	again	completed	before	the	character	gains	any	
  benefits. Characters who interrupt their anagathics course and do 
  not	abstain	for	a	year	run	the	risk	of	severe,	possibly	fatal,	side	
  effects.
   
  Anagathics 
  TL15 
  Cr200,000 per dose
   
  Antibiotics: Antibiotics	 are	 effective	 against	 bacterial	
  disease,	infection,	and	secondary	conditions	associated	with	viral	
  diseases.	They	add	+2	to	Fort	saves	against	such	diseases.
   
  Antibiotics 
  TL6 
  Cr50 per dose 
   
  Antidotes: Antidotes	to	Slow	and	Fast	drugs	are	available.	A	
  dose	of	Antidote	costs	the	same	as	one	of	the	drug	it	counteracts.	
  The	effects	of	the	drug	are	immediately	cancelled,	but	the	subject	
  suffers	any	normal	recovery	requirements.
   
  Broad Spectrum Anti-Toxin:	At	 TL2	 and	 beyond	 broad	
  spectrum	Anti-Toxins	become	widely	available	and	prove	effective	
  against	all	but	the	rarest	of	diseases.	Even	viral	diseases	can	be	
  treated	in	this	manner.
   
  Antitoxin 
  TL12+ 
  Cr250 per dose
  Potency of Anti-Toxins
  TL
  +5	to	Fort	saves
  2
  +5	to	Fort	saves,	or	may	Take0
  3
  +0	to	Fort	saves
  4
  +0	to	Fort	saves,	or	may	Take20
  5
  	
  Combat Drug:	+4	Strength,	+5	Lifeblood.	Lasts	for	30	combat	
  rounds,	after	which	the	user	must	make	a	Fortitude	saving	throw	
  (DC5)	or	their	Stamina	is	reduced	to	.	If	Stamina	is	already	at	
  	or	below,	the	character	suffers	a	Traumatic	Shock	and	suffers	
  d6	Lifeblood	damage.	If	the	Combat	Drug	is	taken	more	than	
  once	in	a	24	hour	period	there	is	a	high	risk	of	overdose.	The	
  user	must	make	a	Fortitude	saving	throw	(DC25)	or	immediately	
  fall	unconscious	(reduce	stamina	to	0)	and	suffer	3d6	lifeblood	
  damage.
   
  Combat Drug 
  TL9 
  Cr750 per dose
  	
  Fast Drug:	 Fast	 drug	 speeds	 up	 the	 apparent	 passage	
  of	time	for	the	user,	to	the	point	that	60	days	will	pass	for	the	
  user	as		day.	The	drug	slows	the	metabolism	of	the	user	by	a	
  factor	of	60,	reducing	the	effect	of	aging	and	reducing	the	need	
  for	consumable	supplies	such	as	food,	water,	and	air	during	the	
  period	the	user	is	under	the	effects	of	the	drug.	An	antidote	does	
  exist	which	can	be	taken	to	cancel	the	remaining	effects	of	Fast	
  Drug.
   
  Fast Drug 
  TL9 
  Cr2000 per dose
   
  Antidote 
  TL12 
  Cr2000 per dose
  	
  	
  Medical Slow Drug: Patient	 is	 rendered	 immediately	
  unconscious	 in	 a	 coma-like	 state	 for	 the	 next	 20+d6	 hours.	
  If	the	patient	is	already	dying,	the	slow	drug	will	only	stabilize	
  their	 condition	 for	 the	 period	 of	 the	 coma,	 ensuring	 no	 further	
  deterioration	of	life	signs.	If	the	patient	is	not	dying	and	merely	
  injured	the	slow	drug	will	heal	all	Stamina	points,	and	(4	+	the	
  patient’s Constitution modifier) in Lifeblood points. If more than 
  one	dose	of	slow	drug	is	taken	within	a	week	period	there	is	a	
  
  74
  8
  EQUIpmEnT
  high	 probability	 of	 a	 severe	 overdose.	 The	 user	 must	 make	 a	
  Fortitude	saving	throw	(DC25)	or	immediately	fall	unconscious	
  (reduce	stamina	to	0)	and	suffer	3d6	lifeblood	damage.
   
  Medical Slow 
  TL7 
  Cr100 per dose
  	
  Metabolics: Metabolics	are	designed	to	alter	the	metabolism	
  of the subject to enhance his or her ability to fight a specific 
  disease.	They	are	only	effective	against	that	disease.
   
  Metabolics 
  TL8 
  Cr1000 per dose
   
  Medical Drug:	 A	 complex	 quick-heal	 formula	 with	 an	
  unpronounceable	 name	 and	 thus	 normally	 known	 as	 “medical	
  drug” or “med” by field personnel, Medical Drug heals 3d6 Stamina 
  and	d4	Lifeblood	damage	per	dose.	If	more	than	one	dose	is	
  taken	in	a	24	hour	period	there	is	a	high	risk	of	overdose.	The	
  user	must	make	a	Fortitude	saving	throw	(DC20)	or	immediately	
  fall	unconscious	(reduce	Stamina	to	0)	and	suffer	3d6	Lifeblood	
  damage.	If	any	more	Medical	Drug	is	administered	to	the	patient	
  within	 3-6	 days	 of	 an	 overdose	 (depending	 upon	 the	 patient’s	
  metabolism),	he	or	she	automatically	suffers	another	overdose.
   
  Medical Drug 
  TL8 
  Cr100 per dose
   
  Recreational Drugs (“Drug Drug”): Recreational	 drugs	
  vary	widely.	Many	cultures	have	a	legal	recreational	drug,	such	
  as	alcohol.	Most	legal	drugs	are	relatively	mild	in	effect	but	can	
  be	harmful	in	large	doses.	More	potent	drugs	are	usually	illegal,	
  especially	those	that	affect	the	user	in	such	a	way	as	to	make	
  him	or	her	dangerous	to	others.	Manufacturers	and	suppliers	will	
  charge	whatever	the	market	will	bear.
  	
  Slow Drug:	 Twice	 normal	 speed	 and	 double	 the	 normal	
  actions	allowed	each	combat	round.	The	effects	last	for	40	combat	
  rounds,	after	which	the	user	must	make	a	Fortitude	saving	throw	
  (DC5)	or	their	Stamina	is	reduced	to	.	If	Stamina	is	already	at	
  	or	below,	the	overdose	causes	d6	lifeblood	damage.
   
  Slow Drug 
  TL8 
  Cr5000 per dose
   
  Antidote 
  TL11 
  Cr5000 per dose
  	
  Truth Serum: Truth	serum	is	intended	to	force	the	subject	
  to	answer	questions	truthfully.	It	must	be	tailored	to	the	species	
  being	 questioned,	 and	 carries	 some	 risks.	 One	 dose	 usually	
  forces	the	subject	to	be	truthful	for	2	minutes	(A	DC20	Fortitude	
  save	is	permitted	to	resist	each	dose;	additional	doses	raise	the	
  DC	by	5	per	dose).	At	the	end	of	the	2	minute	period,	the	subject	
  takes	2d6	Stamina	damage	and	becomes	unconscious	for		hour.	
  Truth	serum	costs	Cr500	per	dose,	or	more	if	it	mist	be	prepared	
  for	a	different	species.
   
  Truth Serum 
  TL5 
  Cr500 per dose
  	
  Vaccine, Specific: Vaccines	increase	the	body’s	immunity	
  to	a	given	disease,	giving	a	+0	on	Fortitude	saves	to	resist	that	
  disease.	
   
  Vaccine, Specific TL5 
  Cr15 per dose
  	
  Vaccine, Broad-Spectrum:	 Broad-Spectrum	 Vaccines	
  increase	the	body’s	immunity	to	a	number	of	similar	diseases,	
  giving	a	+0	on	Fortitude	saves	to	resist	any	or	all	of	them.
   
  Vaccine, Broad-Spectrum 
  TL10 Cr20 per dose
  	
  Psi Drugs: Psi	 Drugs	 are	 covered	 in	 the	 chapter	 on	
  Psionics.	
  
  75
  8
  EQUIpmEnT
  AVAIlABlE WEApOnS
  Ammo
  Ammo
  Cost
  TL
  Weight
  RoF
  Range
  DMG (Crit)
  Size
  Type
  Recoil
  Rounds
  Weight
  Cost
  Non-Lethal Melee Weapons
  Brass	Knuckles
  Cr0
  
  neg.
  -
  .5	m
  special	(9)
  Tiny
  Bludgeoning
  Stunfist
  Cr00
  9
  neg.
  -
  .5	m
  special	(9)
  Tiny
  Bludgeoning
  Baton/Cudgel
  Cr0
  0
  kg
  -
  .5	m
  d6	(x2)
  Medium Bludgeoning
  Stun-Baton
  Cr350
  9
  kg
  -
  .5	m
  Special	(20)
  Medium Bludgeoning
  Martial	Arts	Flail
  Cr20
  
  500g
  -
  .5	m	
  d6	(9)
  Medium Bludgeoning
  Lethal Melee Weapons
  Dagger
  Cr0
  0
  250g
  -
  .5/3	m
  d4	(9)
  Tiny
  Piercing
  Blade
  Cr50
  3
  350g
  -
  .5	m
  d6	(9)
  Small
  Piercing
  Foil
  Cr00
  3
  500g
  -
  .5	m
  d4	(8)
  Medium Piercing
  Sword
  Cr50
  
  kg
  -
  .5	m
  d8	(x2)
  Medium Piercing/
  Slashing
  Cutlass
  Cr00
  3
  ,250g
  -
  .5	m
  d8	(8)
  Medium Slashing
  Broadsword
  Cr300
  2
  2.5kg
  -
  .5	m
  2d6	(9)
  Large
  Slashing
  Bayonet
  Cr0
  3
  250g
  -
  .5	m
  d8	(x2)
  Large
  Piercing
  Halberd
  Cr75
  2
  2.5kg
  -
  3	m
  d0	(9)
  Large
  Piercing/
  Slashing
  Spear,	short/light
  Cr0
  0
  2kg
  -
  3	m
  d8	(x2)
  Medium Piercing
  Spear,	long/heavy
  Cr20
  0
  2.5kg
  -
  3	m
  d0	(x2)
  Large
  Piercing
  Pike
  Cr40
  
  3kg
  -
  3	m
  d2	(x2)
  Large
  Piercing
  Axe,	Stone
  Cr0
  0
  3kg
  -
  .5	m
  d8	(20)
  Medium Bludgeoning
  Axe,	Hatchet
  Cr25
  
  500g
  -
  3	m
  d6	(20)
  Medium Slashing
  Axe,	Battle
  Cr40
  
  kg
  -
  3	m
  d8	(9)
  Large
  Slashing
  Axe,	Boarding
  Cr00
  8
  .5kg
  -
  3	m
  d0	(9)
  Large
  Piercing/
  Slashing
  Light	Mace/Bat
  Cr30
  
  kg
  -
  3	m
  d6	(9)
  Medium Bludgeoning
  Heavy	Mace
  Cr50
  
  kg
  -
  3	m
  d8	(9)
  Large
  Bludgeoning	
  Morningstar	Flail
  Cr00
  
  2.5kg
  -
  3	m
  2d6	(20)
  Large
  Bludgeoning
  Bows and Low-Velocity Projectile Weapons
  Sling
  Cr
  0
  -
  
  5	m
  d4	(x2)
  Small
  Bludgeoning -
  -
  00g
  -
  Short	Bow
  Cr50
  
  500g
  
  8	m
  d6	(x2)
  Medium Piercing
  -
  -
  00g
  Cr2
  Long	Bow
  Cr75
  2
  kg
  
  30	m
  d8	(x2)
  Large
  Piercing
  -
  -
  00g
  Cr2
  Advanced	Bow
  Cr200
  7
  500g
  
  45	m
  d8	(x2)
  Medium Piercing
  -
  -
  00g
  Cr2
  Military	Crossbow
  Cr250
  2
  6kg
  
  36	m
  d0	(9)
  Medium Piercing
  -
  -
  00g
  Cr2
  Sporting	
  Crossbow
  Cr50
  3
  3kg
  
  24	m
  d8	(9)
  Medium Piercing
  -
  -
  00g
  Cr2
  Repeating	
  Crossbow
  Cr200
  3
  4kg
  
  24	m
  d8	(9)
  Medium Piercing
  -
  0
  00g
  Cr2
  Speargun
  Cr00
  5
  3kg
  
  9	m
  d8	(x2)
  Medium Piercing
  -
  
  kg
  Cr0
  Thrown Weapons
  Rock,	Small
  Cr0
  0
  250g
  
  5	m
  d4	(x2)
  Small
  Bludgeoning
  Rock,	Large
  Cr0
  0
  750g+
  
  3	m
  d8	(x2)
  Medium Bludgeoning
  Throwing	Steel
  Cr5
  2
  250g
  
  3	m
  d3	(x2)
  Tiny
  Piercing
  Knife
  Cr20
  
  250g
  
  3	m
  d4	(x2)
  Tiny
  Piercing
  Axe
  Cr30
  
  500g
  
  5	m
  d6	(x2)
  Small
  Piercing
  Javelin
  Cr5
  
  kg
  
  0	m
  d6	(x2)
  Medium Piercing
  
  76
  8
  EQUIpmEnT
  Black Powder Weapons
  Pistol,	Small
  Cr00
  2
  400g
  
  6	m
  d6	(20)
  Small	
  Piercing
  Yes
  
  0g
  Cr
  Pistol,	Large	
  Cr50
  2
  750g
  
  9	m
  d8	(20)
  Medium Piercing
  Yes
  
  0g
  Cr
  Carbine
  Cr250
  2
  .5kg
  
  2	m
  d8	(x2)
  Medium Piercing
  Yes
  
  5g
  Cr
  Musket
  Cr350
  2
  3.5kg
  
  25	m
  d0	(x2)
  Medium Piercing
  Yes
  
  25g
  Cr2
  Shotgun
  Cr00
  2
  3kg
  
  3	m
  3d6/2d6/d6
  Medium Piercing
  Yes
  
  20g
  Cr2
  Rifle
  Cr400
  3
  3kg
  
  50	m
  d0	(x2)
  Medium Piercing
  Yes
  
  20g
  Cr5
  Body Pistols
  Derringer
  Cr50
  4
  500g
  
  5	m
  d6	(X2)
  Tiny
  Piercing
  Yes
  	or	2
  0g
  Cr
  Body	Pistol()	
  Cr200
  9
  250g
  
  9	m
  d6	(x2)
  Tiny
  Piercing
  Yes
  5
  65g
  Cr38
  Heavy	Body	
  Pistol()
  Cr200
  9
  250g
  
  5	m
  d8	(x2)
  Tiny
  Piercing	
  Yes
  	or	2
  25g
  Cr5
  Handguns
  Light	Revolver
  Cr00
  6
  650g
  
  5	m
  d6	(x2)
  Small
  Piercing
  Yes
  6
  75g
  Cr3
  Light	Autopistol
  Cr50
  6
  500g
  
  5	m
  d6	(x2)
  Small
  Piercing
  Yes
  8
  200g
  Cr0
  Revolver
  Cr50
  4
  900g
  
  30	m
  d0	(x2)
  Small
  Piercing	
  Yes
  6
  00g
  Cr5
  Hvy/Magnum	Rev.
  Cr400
  6
  .5kg
  
  45	m
  d2	(x2)
  Small
  Piercing
  Yes
  6
  50g
  Cr6
  Ultra	Revolver
  Cr500
  9
  2kg
  
  65	m
  d2+2	(9)
  Medium Piercing
  Yes!
  4	
  500g
  Cr6
  Auto	Pistol
  Cr200
  5
  750g
  
  45	m
  d0	(x2)
  Small
  Piercing	
  Yes
  5
  250g
  Cr0
  Hvy/Magnum	Auto
  Cr500
  8
  .5kg
  
  65	m
  d2	(x2)
  Small
  Piercing
  Yes
  9
  400g
  Cr25
  Spurt	Gun
  Cr2000
  2
  200g
  Special
  30	m
  d0	(x2)
  Small
  Piercing
  Yes
  200
  -
  -
  Snub Weapons
  Snub	Revolver(2)
  Cr50
  8
  250g
  
  8	m
  d0	(x2)
  Small
  Piercing	
  No
  6
  200g
  Cr6
  Snub	Pistol(2)
  Cr250
  8
  500g
  
  8	m
  d0	(x2)
  Small
  Piercing	
  No
  5
  400g
  Cr0
  Snub	SMG(2)
  Cr400
  8
  2kg
  /4
  25	m
  d0	(x2)
  Medium Piercing
  No
  30
  kg
  Cr50
  Shotguns
  Combat	Shotgun(3)
  Cr200
  5
  3.75kg
  
  3	m
  3d6/2d6/d6	
  (x2)
  Medium Piercing	
  Yes
  6
  750g
  Cr0
  Sporting	
  Shotgun(3)
  Cr50
  5
  3.5kg
  	
  3	m
  3d6/2d6/d6	
  (x2)
  Medium Piercing	
  Yes
  2
  250g
  Cr3
  Sawn-off	
  Shotgun(3)
  Cr50
  5
  2kg
  	
  2	m
  3d6/2d6/d6	
  (x2)
  Medium Piercing
  Yes
  2
  250g
  Cr3
  Military	Shotgun(3)
  Cr500
  8
  5kg
  
  7	m
  3d8/2d8/d8	
  (x2)
  Medium Piercing
  Yes
  0
  kg
  Cr30
  Assault	Shotgun(3)
  Cr750
  7
  4.5kg
  /4
  3	m
  3d6/2d6/d6	
  (x2)
  Medium Piercing
  Yes
  20
  750g
  Cr40
  Rifles
  Rifle
  Cr200
  5
  4kg
  
  72	m
  d2	(x2)
  Medium Piercing	
  Yes
  0
  500g
  Cr20
  Hunting Rifle
  Cr000
  6
  7kg
  
  50	m
  2d8	(x2)
  Medium Piercing
  Yes
  7
  00g
  Cr0
  Survival Rifle
  Cr50
  6
  2kg
  
  25	m
  d6	(x2)
  Medium Piercing
  Yes
  2
  30g
  Cr2
  Carbine
  Cr200
  5
  3kg
  
  45	m
  d0	(x2)
  Small
  Piercing	
  Yes
  20
  25g
  Cr0
  Auto Rifle
  Cr000
  6
  5kg
  /4
  60	m
  d2	(x2)
  Medium Piercing	
  Yes
  20
  500g
  Cr20
  Assault Rifle
  Cr300
  7
  3kg
  /4
  45	m
  d2	(x2)	
  Medium Piercing	
  Yes
  30
  330g
  Cr20
  Accelerator Rifle
  Cr900
  9
  2.5kg
  /3
  60	m
  d2	(x2)
  Medium Piercing	
  No
  5
  500g
  Cr25
  ACR(4)		
  Cr000
  0
  3.5kg
  /4
  72	m
  d2+2	(x2)
  Medium Piercing	
  Yes
  20
  500g
  Cr5
  Heavy	ACR(4)		
  Cr500	
  
  4.5kg
  /4
  00	m
  2d8	(x2)
  Medium	
  Piercing
  Yes
  30
  600g
  Cr25
  
  77
  8
  EQUIpmEnT
  Gauss Weapons
  Gauss	Pistol
  Cr2500
  3
  ,250g
  /4
  80	m
  d2	(x3)
  Small
  Piercing
  Yes	
  30
  250g
  Cr200
  Gauss Rifle
  Cr500
  2
  3.5kg
  /4/0
  96	m
  2d2	(x2)
  Medium Piercing	
  No
  40
  400g
  Cr30
  Gauss Sniper Rifle Cr25,000	
  2
  0kg
  
  250	m
  2d2	(x3)
  Medium Piercing
  Yes	
  0		
  50g
  Cr25
  Gauss	Shotgun
  Cr2500
  3
  7kg
  /6
  0	m
  3d0	(x2)
  Medium Piercing
  Yes
  20
  3kg
  Cr50
  Light Automatic Weapons
  Assault	Pistol
  Cr750
  5
  kg
  /0
  4	m
  d0	(x2)
  Small
  Piercing
  Yes
  5
  400g
  Cr20
  Micro	SMG
  Cr600
  7
  .5kg
  /4
  5	m
  d8	(x2)
  Small
  Piercing
  Yes
  20
  350g
  Cr20
  SMG
  Cr500
  5
  2.5kg
  /4
  45	m
  d0	(x2)
  Small
  Piercing	
  Yes
  30
  500g
  Cr20
  Heavy	SMG
  Cr750
  7
  3kg
  /4
  45	m
  d2	(x2)
  Medium Piercing
  Yes
  30
  750g
  Cr40
  LMG
  Cr200
  6
  5.5kg
  /0/20
  60	m
  d2	(x2)	
  Large
  Piercing	
  Yes
  00
  2,500g
  Cr20
  Non-Lethal Ranged Weapons
  Baton	(“Thud”)	
  Gun
  Cr00
  8
  kg
  
  8	m
  2d8	(20)
  Medium Bludgeoning Yes
  
  500g
  Cr20
  Stun	Gun
  Cr50
  7
  neg.
  
  2	m
  Special
  Small
  Shock
  No
  
  -
  -
  Laser Weapons
  Laser	Pistol
  Cr000
  2
  ,200g
  
  36	m
  2d0	(x2)
  Small
  Laser	
  No
  25
  500g
  Cr00
  Laser	Carbine
  Cr2500
  8
  5kg
  
  45	m
  3d8	(x2)
  Small
  Laser	
  No
  50
  3kg
  Cr200
  Laser Rifle
  Cr3500
  9
  6kg
  
  60	m
  3d0	(x2)
  Medium Laser
  No
  00
  4kg
  Cr300
  Support Weapons
  Antitank Rifle
  Cr400
  5
  7kg
  
  80	m
  2d8	(x2)
  Large
  Piercing
  Yes
  5
  ?g
  Cr?
  GP	Machinegun
  Cr600
  6
  7kg
  /0
  60	m
  d2	(x2)
  Large
  Piercing
  Yes
  00
  ?g
  Cr?
  LAG(5)		
  Cr600
  8
  4kg
  
  96	m
  2d0	(x2)
  Large
  Piercing	
  Yes
  5
  500g
  Cr20
  Launchers 
  Grenade	
  Launcher(6)
  Cr200
  7
  3kg
  
  00	m
  *	
  Medium *	
  Yes
  
  kg
  *
  RAM	Launcher(6)
  Cr400
  8
  5kg
  
  200	m
  *
  Large
  *
  Yes
  3
  .4kg
  *
  Infantry	Recoilless	 Cr2000
  7
  5kg
  
  20	m
  *
  Large
  *
  No
  
  n/a
  n/a
  Disposable	
  Launcher(6
  )Cr200
  7
  .5kg
  
  00	m
  *	
  Medium *	
  Yes
  
  n/a
  n/a
  Disposable	
  Guided
  Cr5000
  9
  0kg
  
  ,000	m
  *
  Large
  *
  No
  
  -
  -
  Light	Tac	
  Launcher
  Cr35,000	 0
  25kg
  
  2,000	m
  *
  Large
  *
  No
  
  Special
  Flame Weapons
  Flamethrower(7)
  Cr500
  5
  20kg
  
  5	m
  4d6
  Large
  Flame
  No
  0
  0kg
  Cr00
  Flame Rifle(7)
  Cr500
  9
  8kg
  
  20	m
  4d8
  Medium Flame
  No
  5
  5kg
  Cr50
  Hand	Flamer(7)
  Cr000
  0
  2kg
  
  3	m
  3d8
  Small
  Flame
  No
  2
  kg
  Cr50
  Gauss	Flamer(7)
  Cr0,000
  3
  9kg
  
  50	m
  4d0
  Medium Flame
  No
  2
  5kg
  Cr000
  High Energy Weapons
  PGMP-2
  KCr0
  2
  6kg
  
  24	m
  6d2	(8)	
  Large
  Energy	
  Yes
  40
  3lg
  KCr2.5
  PGMP-3(8)
  KCr65
  3
  900g
  
  36	m
  7d2	(8)
  Large
  Energy	
  Yes
  40
  7kg
  KCr50
  PGMP-4
  KCr300
  4
  9kg/50g
  
  36	m
  8d2	(8)	
  Large
  Energy	
  Yes
  40
  .6kg/
  90g
  KCr250
  FGMP-4(8)
  KCr00
  4
  kg
  
  45	m
  7d20	(8)	
  Large
  Energy	
  Yes
  40
  9kg
  KCr65
  
  78
  8
  EQUIpmEnT
  WEApOn DESCRIpTIOnS
  	
  The	following	format	is	used	for	all	weapon	descriptions.	
  	
  Cost:	Price	in	Credits	(Cr)	or	000s	of	Credits	(KCr).
  	
  TL:	The	minimum	tech	level	required	to	manufacture	such	
  an	item.
  	
  Weight:	Weight	in	grams	(g)	or	kilograms	(kg).
  	
  RoF: Rate of Fire. The number of rounds that may be fired 
  during	a	standard	attack	action	in	the	format:	Single	Shot	/	Burst	
  Fire	/	Automatic	Fire.
  	
  Range:	The	range	increment	for	this	weapon.
  	
  DMG (Crit): The damage a weapon inflicts. The number 
  in	 parenthesis	 is	 the	 Critical	 Threat	 Range	 for	 the	 weapon.	A	
  multiplier	(i.e.:	x2,	x3,	etc.)	in	parenthesis	is	the	damage	multiplier	
  if	a	critical	hit	occurs.
  	
  Size:	The	size	of	a	weapon.	Used	in	comparison	to	the	size	
  of	the	person	using	it	to	determine	if	the	weapon	must	be	use	
  one-handed,	two-handed,	or	is	too	large	for	a	character	to	use.
  	
  Type:	The	type	of	attack	the	weapon	uses.
  	
  Recoil: Lists if the weapon has recoil when fired. 
  	
  Rounds: The number of rounds the weapon may fire before 
  it	must	be	reloaded	or	recharged.
  	
  Ammo Weight:	The	weight	of	a	full	magazine	or	power	pack	
  for	a	weapon.
  	
  Ammo Cost:	 The	 cost	 of	 a	 full	 magazine	 of	 standard	
  ammunition	or	power	pack	for	a	weapon.
  	
  Weapon Structural Integrity:	All	weapons	have	a	SI	rating	
  of	.
  Targeting Aids
  Aide
  Cost
  TL
  Weight
  Notes
  Telescopic	Sight
  Cr200		
  6
  800g
  Doubles	range	
  increment
  Electronic	Sight
  Cr2000
  9
  ,500g
  Low-light	
  capability
  Electronic	
  Telescopic	
  Cr3000
  9
  ,800g
  Combines	both	
  of	the	above
  Toughened	Sights
  X.5
  +
  -
  Ruggedized	
  version	of	any	
  of	the	above
  Laser	Dot	Pointer
  Cr250
  7
  -
  Gives	+2	
  bonus	to	hit	at	
  close	range
  Personal	HUD
  Cr2000
  9
  2kg
  Gives	+3	to	hit	
  at	all	ranges
  Critical
  x2
  Weapon	does	double	damage	on	a	critical	hit.
  x3
  Weapon	does	triple	damage	on	a	critical	hit
  8
  Threat	 range	 is	 increased	 to	 8-20	 instead	 of	 just	 20.	
  Does	double	damage	on	a	critical	hit.
  9
  Threat	 range	 is	 increased	 to	 9-20	 instead	 of	 just	 20.	
  Does	double	damage	on	a	critical	hit.
  * Characteristics depend upon ammunition type.
  ()	 Stealth	 weapon	 designed	 to	 evade	 detection	 by	 standard	
  weapon	detectors.
  (2)	Fires	Tranquilizer,	Standard	(Ball),	High	Explosive,	or	Armor	
  Piercing	rounds.
  (3)	Fires	Standard,	High	Explosive,	or	Flechette	rounds.
  (4)	Fires	Standard	or	High	Explosive	rounds.
  (5)	Fires	Standard,	High-Explosive	or	Flechette	rounds.
  (6)	Fires	a	range	of	munitions.	See	“Grenades”	for	details.
  (7)		Flame	weapon	with	area	effect.
  (8)	Requires	the	shooter	to	be	wearing	battle	dress.
  NB:	 Almost	 any	 projectile	 weapon	 can	 use	 armor-piercing	
  ammunition	instead	of	standard	(ball)	rounds.	Characteristics	are	
  marginal	for	low-velocity	weapons	such	as	handguns,	so	normally	
  only rifles will use such ammunition.
  
  79
  8
  EQUIpmEnT
  ARCHAIC ARmOR
  	
  These	types	of	armor	are	fairly	effective	against	melee	attacks	low-velocity	weapons	such	as	bows	or	crossbows;	their	full	AC	
  bonus applies against such attacks. Against modern firearms, lasers, and energy weapons they do not fare as well; their AC bonus 
  should	be	halved	against	these	forms	of	attacks.	This	reduced	value	is	listed	in	parenthesis	next	to	the	standard	AC	rating.
  Max
  Armor
  Armor 
  DEX
  Check
  Speed
  Rating
  Bonus
  Penalty
  Cost
  Weight
  TL
  9m
  6m
  light Armor
  Padded
  1 (0)
  +8
  0
  Cr5
  4.5kg
  1
  9
  6
  Leather
  2	()
  +6
  0
  Cr0
  7.5kg
  
  9
  6
  Studded	Leather
  3	()
  +5
  -
  Cr25
  9kg
  
  9
  6
  Chain	Shirt
  4	(2)
  +4
  -2
  Cr00
  kg
  2
  9
  6
  medium Armor
  Hide
  3	()
  +4
  -3
  Cr5
  kg
  0
  6
  3
  Scale	mail
  4	(2)
  +3
  -4
  Cr50
  3.5kg
  
  6
  3
  Chainmail
  5	(2)
  +2
  -5
  Cr50
  8kg
  2
  6
  3
  Breastplate
  5	(2)
  +3
  -4
  Cr200
  3.5kg
  
  6
  3
  Heavy Armor
  Splintmail
  6	(3)
  0
  -7
  Cr200
  20.5kg
  2
  6
  3
  Banded	mail
  6	(3)
  +
  -6
  Cr250
  6kg
  2
  6
  3
  Half-plate
  7	(3)
  +0
  -7
  Cr600
  22.5kg
  2
  6
  3
  Full	plate
  8	(4)
  +
  -6
  Cr500
  22.5kg
  2
  6
  3
  mODERn ARmOR
  	
  Modern	armor	is	effective	against	most	forms	of	attack,	from	archaic	melee	weapons	and	bows	to	modern	weaponry.
  Max
  Armor
  Armor 
  DEX
  Check
  Speed
  Rating
  Bonus
  Penalty
  Cost
  Weight
  TL
  9m
  6m
  light Armor
  Slash
  (1)
  +0
  	0
  Cr00
  0.5kg
  7
  9
  6
  Jack
  2	(0)
  +8
  	0
  Cr50
  kg
  5
  9
  6
  Mesh
  3
  +5
  -
  Cr50
  2kg
  7
  9
  6
  Flak	jacket
  4
  +6
  	0
  Cr00
  kg
  7
  9
  6
  Reflec */**
  0/6
  +8
  	0
  Cr500
  kg
  0
  9
  6
  Light	Cloth	(Diplo)
  2
  +0
  	0
  Cr350
  kg
  9
  9
  6
  medium Armor
  Ablat	*/***
  2/5
  +5
  -
  Cr75
  2kg
  9
  6
  3
  Cloth
  6
  +4
  -2
  Cr250
  2kg
  6
  6
  3
  Advanced	Cloth
  6
  +6
  -
  Cr500
  .5kg
  9
  6
  3
  Combat	Env	Suit
  6
  +2
  -3
  Cr500
  3kg
  0
  6
  3
  Heavy Armor
  Flex	****
  7
  0
  -5
  Cr750
  8kg
  8
  6
  3
  Advanced	Flex****
  7
  +2
  -3
  Cr250
  6kg
  0
  6
  3
  Vac Suit
  Combat	Armor
  7
  +3
  -4
  Cr20,000
  8kg
  
  6
  3
  Combat	Armor
  7
  +5
  -
  Cr30,000
  0kg
  2
  6
  3
  Combat	Armor
  8
  +6
  	0
  Cr60,000
  6kg
  4
  6
  3
  Hostile	Env	Suit
  5
  +2
  -3
  Cr8,000
  40kg
  2
  6
  3
  
  80
  8
  EQUIpmEnT
  Hostile	Env	Suit
  7
  +3
  -4
  Cr50,000
  25kg
  4
  6
  3
  Tailored	Vac	Suit
  2
  +6
  0
  Cr9000
  -
  4
  9
  6
  Vac	Suit
  4
  +0
  -5
  Cr9000
  8kg
  9
  6
  3
  Vac	Suit
  3
  +2
  -3
  Cr8000
  2kg
  2
  6
  3
  Vac	Suit
  2
  +4
  -2
  Cr7000
  -
  4
  6
  3
  *	AR	is	used	instead	of	body	armor	AR	to	calculate	AC	in	the	
  event	of	a	called	shot	to	the	head	(which	is	subject	to	the	usual	
  to-hit	 penalty).	 Archaic	 and	 “security”	 armor	 performs	 poorly	
  against	lasers	and	high-velocity	projectiles.
  OTHER
  The	following	accessories	may	be	added	to	vac	suits	of	any	type,	
  combat	environment	suits,	combat	armor,	and	battle	dress.
  Accessory
  AC Modifier
  Cost
  TL
  Chameleon
  +2	to	AC
  Cr000
  2
  Chameleon
  +4	to	AC
  Cr5000
  4
  Psionic	Shielding
  Immunity	to	Psi	attacks
  Cr4000
  2
  *	First	number	is	the	base	armor	rating,	the	second	number	is	the	
  armor	rating	vs.	laser	weapons.
  **	Can	be	worn	under	most	other	types	(except	combat	armor	
  and	battle	dress),	adding	its	rating	to	the	rating	of	the	other	armor.	
  Reflec may not be worn under combat armor and battle dress.
  ***	Unlike	other	types	of	armor,	the	armor	rating	(vs.	lasers)	of	
  Ablat	is	reduced	by		point	every	time	a	laser	weapon	hits	it.	
  Thus	after	5	hits	by	any	type	of	laser,	the	Ablat	armor	will	be	
  rendered	useless	(against	any	type	of	attack).
  ****	Flex,	or	Enhanced	Cloth,	can	only	be	worn	on	the	torso.	
  ARmOR DESCRIpTIOnS
  	
  The	following	format	is	used	for	all	armor	descriptions.	
   
  Critical Hits:	Each	time	a	character	that	is	wearing	armor	
  suffers	a	critical	hit,	the	rating	of	their	armor	is	degraded	by		
  point.	When	the	rating	of	a	set	of	armor	is	reduced	to	zero	or	less,	
  the	armor	has	lost	all	of	its	effectiveness	and	no	longer	offers	any	
  protection.
  	
  Armor Rating:	The	value	is	the	armor	bonus	added	to	a	
  character’s	AC,	and	the	damage	reduction	factor	when	determining	
  lifeblood	damage	if	an	attack	does	strike	the	character.
  	
  Maximum DEX Bonus:	 This	 number	 is	 the	 maximum	
  Dexterity	 bonus	 to	AC	 that	 this	 type	 of	 armor	 allows.	 Heavier	
  armors	 limit	 mobility,	 reducing	 a	 character’s	 ability	 to	 dodge	
  blows.
  	
  Armor Check Penalty:	 Anything	 heavier	 than	 leather	
  impacts	the	ability	to	use	some	skills.
  	
  Cost:	The	cost	of	the	item	in	Credits	(Cr).
  	
  Weight:	The	weight	of	the	item	in	kilograms.
  	
  TL: The earliest tech level at which this item first becomes 
  available.
  	
  Speed:	The	maximum	speed	of	a	character	when	wearing	
  this	type	of	armor.
  	
  Armor Structural Integrity:	The	SI	rating	of	armor	is	equal	
  to	its	armor	rating.
  
  8
  8
  EQUIpmEnT
  TABlE: Shields
  Armor
  Check
  Type
  AC Bonus
  Penalty
  Cost
  Weight
  TL
  Buckler
  +	to	AC
  -
  Cr5
  2kg
  
  Shield,	small,	wooden
  +	to	AC
  -
  Cr3
  2kg
  
  Shield,	small,	steel
  +	to	AC
  -
  Cr9
  2.5kg
  
  Shield,	small,	ballistic
  +	to	AC
  0
  Cr5
  kg
  5
  Shield,	large,	wooden
  +2	to	AC
  -2
  Cr7
  4.5kg
  
  Shield,	large,	steel
  +2	to	AC
  -2
  Cr20
  6.5kg
  
  Shield,	large,	ballistic
  +2	to	AC
  -
  Cr25
  2kg
  6
  Shield,	tower,	wooden
  Provides	Cover*
  -0
  Cr30
  20.5kg
  
  Shield,	tower,	steel
  Provides	Cover*
  -0
  Cr30
  20.5kg
  
  Shield,	tower,	ballistic
  Provides	Cover*
  -5
  Cr50
  5kg
  7
  	
  	
  *	A	tower	shield	can	provide	cover	as	per	the	Cover	rules	(see	Combat,	Cover).	The	user	may	expose	as	little	or	as	much	of	their	
  body	as	they	wish.
  TABlE: Helms and Helmets
   
  Type
  AR*
  Cost
  Weight
  TL
  Archaic Armor
  Cap/Hood
  	(0)
  Cr5
  Negligible
  0
  Leather	Helm
  2	(0)
  Cr0
  250g
  
  Open	Helm
  3	()
  Cr50
  kg
  2
  Closed	Helm
  4	(2)
  Cr00
  .5kg
  2
  Full	Helm
  6	(3)
  Cr250
  2kg
  2
  Great	helm
  8	(4)
  Cr400
  3kg
  2
  modern melee Armor
  Skullcap
  2	(0)
  Cr25
  Negligible
  6
  Security	Helmet
  5	(2)
  Cr75
  kg
  8
  modern Ballistic Armor
  Steel	Helmet
  3
  Cr25
  kg
  5
  Ballistic	Helmet
  5
  Cr00
  .5	g
  7
  Flex	Helmet
  7
  Cr250
  2kg
  9
  Equipment Structural Integrity:	The	SI	rating	of	a	piece	of	equipment	(excluding	armor,	weapons,	or	vehicles)	is	based	on	its	weight	
  as	listed	on	the	table	below:
  TABlE: Equipment SI
  Size
  Weight or Volume
  Base SI
  Additional SI (round down)
  Weight in Pounds (d20 size)
  Fine
  up	to	0.05
  0
  0.	per	0.005	over	0.005
  0.	(/8)
  Diminutive
  0.05	to	0.5
  
  0.	per	0.05	over	0.05
  .	()
  Tiny
  0.5	to	5
  2
  0.3	per	0.5	over	0.5
  	(8)
  Small
  5	to	30
  5
  0.5	per	2.5	over	5
  66	(60)
  Medium
  30	to	250
  0
  .5	per	22	over	30
  550	(500)
  Large
  250	to	2000
  25
  2.5	per	75	over	250
  4400	(4,000)
  Huge
  2000	to	5,000
  50
  2.5	per	300	over	2000
  33,000	(32,000)
  
  82
  8
  EQUIpmEnT
   
  The following listing may be considered a shopping list for PCs. When they originally outfit themselves for an adventure, each 
  may	purchase	or	acquire	items	from	this	list	in	preparation	for	action	or	mishap.	For	the	most	part,	this	list	does	not	include	weaponry,	
  and all items are generally available for purchase without difficulty on worlds with a sufficient technology level (on other worlds, they 
  may	be	available	as	imports	at	higher	prices).	Often,	the	base	price	for	these	items	will	be	higher	or	lower.	The	Referee	may	wish	to	
  use	the	trade	and	speculation	rules	for	percentage	price	changes.
  TABlE: EnVIROnmEnT EQUIpmEnT
  TL
  Cost
  Weight
  Atmospheric Protection
  Respirator
  5
  Cr00
  0.5kg
  Mask,	Combination
  5
  Cr50
  kg
  Mask,	Environment
  7
  Cr200
  kg
  Mask,	Face
  5
  Cr20
  0.75kg
  Mask,	Filter
  3
  Cr0
  0.5kg
  Mask,	Life-Support
  8
  Cr000
  2.5kg
  Oxygen	Tanks
  5
  Cr500
  5kg
  Underwater Protection
  Artificial Gill
  8
  Cr4000
  4kg
  Deep-Diving	Suit
  8
  Cr3000
  2kg
  Depth	Gauge
  6
  Cr25
  Negligible
  Dive	Suit
  6
  Cr60
  Negligible
  Dive	Suit,	Heated
  8
  Cr250
  3kg
  Swimming	Equipment
  3
  Cr200
  kg
  Underwater	Air	Tanks
  5
  Cr800
  5kg
  Vacuum/Hostile Environment Equipment
  Vac,	Hostile	Environment	and	Combat	Environment	suits	are	listed	under	Armor
  Body	Pressure	Sleeve
  0
  Cr5000
  0kg
  Bulkhead	Patches
  0
  Cr50
  4kg
  Desert	Suit,	Advanced
  9
  Cr7000
  5kg
  Emergency	Hostile	Environment	Suit
  2
  Cr7500
  45kg
  Emergency	Softsuit
  2
  Cr5000
  4kg
  Heatproof	Suit
  7
  Cr2000
  8kg
  Heatsuit
  8
  Cr350
  0.5kg
  NBC	Suit
  8
  Cr4000
  2kg
  Personal	Re-Entry	Kit
  0
  Cr000
  00kg
  Protective	Suit
  6
  Cr700
  5kg
  Radiation	Suit
  7
  Cr5000
  30kg
  Rescue	Ball
  9
  Cr600
  3kg
  Rescue	Suit
  3
  Cr50,000
  	50kg
  Thrust	Pistol
  7
  Cr8000
  0kg
  Thrust	Pack
  2
  Cr4,000
  38kg
  Vac	Suit	Emergency	Kit
  7
  Cr0
  Negligible
  TL
  Cost
  Weight
  TABlE: FIElD TOOlS AnD SURVIVAl EQUIpmEnT
  Basic Equipment
  Attaché Case
  7
  Cr75
  kg
  Backpack
  3
  Cr45
  3kg
  Beacon,	Emergency
  9
  Cr750
  kg
  Beacon,	Navigational
  7
  Cr30
  kg
  
  83
  8
  EQUIpmEnT
  Boots,	Outdoor
  3
  Cr50
  .5kg
  Cable
  9
  Cr00
  3kg
  Chain,	Medium
  4
  Cr50
  20kg
  Climbing	Kit,	Basic
  4
  Cr00
  4kg
  Climbing	Kit,	Advanced
  8
  Cr500
  6kg
  Cold	Weather	Clothing,	Basic
  
  Cr200
  4kg
  Cold	Weather	Clothing,	Advanced
  9
  Cr750
  2kg
  Compass,	Magnetic	
  3
  Cr0
  negligible
  Desert	Kit,	Individual
  3
  Cr200
  kg
  Field	Kit,	Personal	
  3
  Cr250
  3kg
  Fire	Extinguisher
  5
  Cr25
  5kg
  Flare,	Distress
  6
  Cr2
  0.25kg
  Fusion	Still
  3
  Cr4500
  60kg
  Grapnel	and	Cable
  2
  Cr5
  5kg
  Grapnel	Launcher
  7
  Cr00
  0kg
  Ice	Axe
  3
  Cr25
  .5kg
  Ice	Terrain	Kit,	Personal
  4
  Cr00
  .5kg
  Ice	Terrain	Kit,	Vehicle
  6
  Cr000
  20kg
  Inertial	Locator
  9
  Cr200
  .5kg
  Parachute
  4
  Cr250
  5kg
  Parachute,	Grav
  0
  Cr2500
  5kg
  Parawing
  7
  Cr400
  5kg
  Pitons	(5)
  4
  Cr25
  kg
  Piton	Hammer
  2
  Cr0
  kg
  Rope,	0m
  5
  Cr20
  3kg
  Scientist’s	Field	Kit
  4
  Cr500
  5kg
  Skis
  3
  Cr00
  0kg
  Snowshoes
  
  Cr60
  kg
  Survival	Kit,	Personal
  
  Cr50
  3kg
  Survival	Kit,	Vehicle
  8
  Cr000
  50kg
  Water Purification Kit
  5
  Cr5
  Negligible
  Water	Filtration/Distillation	Unit
  7
  Cr75
  kg
  Wrist	Watch
  4
  Cr25+
  Negligible
  Light Sources and Vision Aids
  Binoculars,	Optical
  3
  Cr75
  kg
  Binoculars,	Electronic
  8
  Cr750
  2kg
  Binoculars,	PRIS
  2
  Cr3500
  2kg
  Chemical	Lightstick	(0)
  6
  Cr0
  0.2kg
  Cold	Light	Lantern
  6
  Cr20
  0.25kg
  Combination	Viewer
  9
  Cr500
  2kg
  Electric	Torches/Flashlight
  5
  Cr0
  0.5kg
  Flare,	Illuminating
  5
  Cr25
  250g
  Flare,	Signaling
  5
  Cr0
  250g
  Flare	Launcher
  5
  Cr75
  kg
  Gas	or	Oil	Lamp
  2
  Cr0
  0.5kg
  Goggles/Shades
  5
  Cr5
  Negligible
  Goggles,	Infrared
  6
  Cr500
  0.25kg
  Goggles, Light Intensification
  7
  Cr500
  0.25kg
  
  84
  8
  EQUIpmEnT
  Personal	HUD
  9
  Cr2000
  2kg
  Torches
  
  Cr
  0.25kg
  Shelters
  Advanced	Base
  8
  Cr50,000
  6t
  Pre-Fabricated	Cabin
  6
  Cr0,000
  4t
  Pressure	Tent
  7
  Cr2000
  25kg
  Portable	Airlock	
  9
  Cr000
  6kg
  Sleeping	Bag
  5
  Cr200
  3kg
  Tarpaulin
  
  Cr0
  2kg
  Tent
  2
  Cr200
  3kg
  TL
  Cost
  Weight
  TABlE: mEDICAl EQUIpmEnT
  Medical Kits
  Autodoc
  3
  Cr50,000
  0.5t
  Field	Medical	Kit
  5
  Cr000+
  0kg
  First	Aid	Kit
  See	
  description
  Varies
  .5kg
  Medical	Kit,	Vehicle
  7
  Cr5000
  25kg
  Medikit,	Personal
  2
  Cr5,000
  0.kg
  Mediscanner,	Personal
  2
  Cr0,000
  0.kg
  Mediscanner,	Portable
  2
  Cr25,000
  kg
  Surgical	Kit
  See	
  description
  Varies
  .5kg
  Drugs and Pharmaceuticals
  Anagathics
  5
  MCr2
  -
  Antibiotics
  6
  Cr50
  -
  Anti-Venom/Antitoxin
  6
  Cr20
  -
  Combat	Drug
  9
  Cr750
  -
  Fast	Drug
  9
  Cr2000
  Fast	Drug
  2
  Cr2000
  Medical	Slow	Drug
  7
  Cr00
  -
  Medical	Drug
  8
  Cr00	
  -
  Metabolics
  8
  Cr000
  -
  Recreational	Drugs
  
  Varies
  -
  Psi	Drug
  See	
  description
  Varies
  -
  Slow	Drug
  8
  Cr5000
  -
  Slow	Drug
  
  Cr5000
  -
  Truth	Serum
  5
  Cr500
  -
  Vaccine (Specific)
  5
  Cr5
  -
  Vaccine	(Broad-Spectrum)
  0
  Cr20
  -
  TL
  Cost
  Weight
  TABlE: ElECTROnIC EQUIpmEnT
  Instruments and Detectors
  Atmosphere	Tester
  7
  Cr50
  kg
  Chemical	Alarm
  6
  Cr200
  kg
  Bio-Analysis	Unit
  9
  Cr5000
  0kg
  
  85
  8
  EQUIpmEnT
  Biohazard	Alarm
  8
  Cr2000
  2kg
  Biosniffer
  4
  KCr500
  5kg
  Chemical	Analysis	Unit
  8
  Cr2500
  5kg
  Combination	Analysis	Unit
  0
  Cr0,000
  2kg
  Densitometer
  3
  Cr0,000
  5kg
  Metal	Detector
  6
  Cr300
  kg
  NBC	Alarm
  8
  Cr500
  2kg
  Neural	Activity	Detector
  4
  KCr50
  20kg
  Radiation	Counter
  5
  Cr250
  kg
  Sonar Rangefinder
  6
  Cr300
  kg
  Communications Equipment
  Bug	Detector
  2
  Cr000
  kg
  Bug	Detector,	Advanced
  5
  Cr5000
  kg
  Bugging	Kit
  2
  Cr0,000
  2kg
  Camera	(Film)
  6
  Cr50
  0.2kg
  Camera	(Digital)
  8
  Cr50
  0.2kg
  Camera,	Advanced	(Digital)
  0
  Cr400
  0.3kg
  Comm,	Personal
  9
  Cr50
  Negligible
  Comm,	Personal,	Advanced
  2
  Cr50
  Negligible
  Communicator,	Long	Range
  6
  Cr500
  5kg
  Communicator,	Medium	Range
  5
  Cr200
  0kg
  Communicator,	Short	Range
  5
  Cr00
  5kg
  Communicator,	Laser
  7
  Cr5000
  0kg
  Scanner,	Coms
  7
  Cr500
  kg
  Scrambler	Unit
  9
  Cr000
  kg
  Translator
  2
  Cr2000
  0.5kg
  Tools
  Breaching	Charge
  8
  Cr200
  2kg
  Chain	Saw
  6
  Cr500
  8kg
  Cutting	Torch
  5
  Cr500
  20kg
  Cutting	Gear,	Laser
  0
  Cr200
  9kg
  Disguise	Kit
  7
  Cr000
  5kg
  Intrusion	Kit,	Basic
  5
  Cr50
  0.5kg
  Intrusion	Kit,	Advanced
  0
  Cr500
  0.5kg
  Iris	Valve	Opener
  7
  Cr00
  2kg
  Janitorial	Kit
  5
  Cr250
  0kg
  Lock	Pick	Set
  4
  Cr0
  0.25kg
  Slaplock
  8
  Cr40
  0.2kg
  Spade/Shovel
  3
  Cr20
  3kg
  Tool	Set,	Electronic
  7
  Cr2000
  5kg
  Tool	Set,	Excavation
  4
  Cr300
  5kg
  Tool	Set,	Mechanical
  5
  Cr000
  20kg
  Tool	Set,	Metalwork
  4
  Cr500
  50kg
  Tool	Set,	Rescue
  8
  Cr2500
  25kg
  Tool	Set,	Starship	Engineer
  0
  Cr0,000
  20kg
  Tool	Set,	Woodworking
  2
  Cr300
  25kg
  Welding	Kit,	Electric
  5
  Cr500
  50kg
  Welding	Kit,	Advanced
  9
  Cr2500
  30kg
  
  86
  8
  EQUIpmEnT
  TL
  Cost
  Weight
  TABlE: mISCEllAnEOUS EQUIpmEnT
  Personal Devices
  Artificial Psionic Shield Helmet
  8
  Cr4000
  kg
  Bull-Horn
  5
  Cr20
  5kg
  Hand	Calculator
  7
  Cr0
  kg
  Hand	Computer
  
  Cr000
  0.5kg
  Portacomp
  0
  Cr5000
  2kg
  Handcuffs
  2
  Cr25
  0.3kg
  Other Devices
  Cargo	Hoist
  7
  Cr0,000
  500kg
  Cargobot
  9
  kCr00
  50kg
  Commsat,	Short-term
  6
  Cr5000
  30kg
  Commsat,	Standard
  9
  Cr5,000
  30kg
  Satellite	Ground	station
  7
  Cr50,00
  40kg
  Satellite	Launcher,	Field
  
  kCr00
  300kg
  Navsat
  6
  Cr0,000	
  00kg
  Survey	Sat
  
  kCr00
  50kg
  TL
  Cost
  Weight
  TABlE: ClOTHIng AnD lIVIng ExpEnSES
  Clothing
  Business	Clothing
  -
  Cr300
  -
  Court	Clothing,	Basic
  -
  Cr5000
  -
  Court	Clothing,	Noble
  -
  Cr25,000
  -
  Formal	Clothing
  -
  Cr500
  -
  Shipboard/Work	Coveralls
  -
  Cr50
  -
  Street	Clothing
  -
  Cr25
  -
  Uniform,	Day
  -
  Cr00
  -
  Uniform,	Dress
  -
  Cr300
  -
  Outdoor	Clothing
  -
  Cr00
  -
  Food and Overhead Per Day
  Average	Restaurant	Meals
  -
  Cr0
  -
  Excellent	Restaurant	Meals
  -
  Cr(d4+)	x0
  -
  Prepare	Own	Meals
  -
  Cr5
  kg
  Canned	or	Packaged	Rations
  -
  Cr20
  0.5kg
  Dehydrated	Rations
  -
  Cr25
  0.2kg
  Dismal	Lodging
  -
  Cr2
  -
  Average	Lodging
  -
  Cr6
  -
  Good	Lodging
  -
  Cr8
  -
  Excellent	Lodging
  -
  Cr0
  -
  
  87
  9
  COmBAT
  	
  Sooner	 or	 later,	 something	 will	 try	 to	 eat	 the	 characters,	
  or	 someone	 will	 decide	 to	 end	 their	 careers	 with	 a	 swift	 lead	
  overdose, and the characters will find themselves involved in 
  combat.	 Combat	 in	 T20	 can	 take	 place	 between	 individuals,	
  creatures,	 vehicles	 and	 even	 starships,	 and	 possibly	 all	 at	 the	
  same	time.	
  COmBAT BASICS
  	
  Combat	in	T20	is	very	lethal.	A	barroom	slugfest	can	go	on	for	
  a	while,	with	battered	characters	able	to	stagger	out	of	the	combat	
  zone	before	they	get	seriously	hurt.	Once	guns	and	blades	are	
  introduced,	however,	things	get	deadly,	and	fast.	Even	a	humble	
  autopistol	can	kill	a	character	with	a	shot	or	two.	Almost	anyone,	
  no	matter	how	tough,	will	go	down	if	hit	a	couple	of	times	by	a	
  shotgun.	This	may	seem	unfair	or	excessive,	but	it	is	realistic,	and	
  thus	T20 combat requires a realistic approach to fighting. 
   
  The best combat strategy is, of course, to find a way to avoid 
  the conflict and still achieve your goal, but if this is not possible 
  then	 certain	 factors	 will	 aid	 survival	 and	 ensure	 victory.	Armor	
  helps,	of	course,	but	an	armored	character	can	still	be	battered	
  to death by non-penetrating rounds, or killed by a sufficiently 
  powerful	bullet	–	or	an	armor-piercing	one.	
  	
  The	best	bet	is	not	to	get	hit,	and	achieving	that	is	about	more	
  than armor. It’s about fighting smart, using cover, and minimizing 
  an enemy’s advantages. As a rule, forces that fight as a team tend 
  to	do	better	than	those	who	blaze	away	as	individual	heroes.	Good	
  tactics	will	allow	characters	to	minimize	an	enemy’s	advantages.	
  For example, a team with a skilled rifleman can engage enemies 
  from	beyond	their	effective	range,	or	someone	with	an	automatic	
  weapon can spray an area with suppressive fire (with little chance 
  of	actually	hitting	anything)	to	keep	enemies’	heads	down	while	
  team-mates	maneuver	for	a	clear	shot.	Plunging	into	melee	with	
  enemies who are using firearms isn’t always suicidal – a character 
  running	amok	with	a	sword	is	hard	to	shoot	without	a	risk	of	hitting	
  allies,	 and	 even	 if	 he	 doesn’t	 take	 out	 the	 opposition,	 he	 may	
  well	tie	up	some	of	their	shooters,	who	are	too	busy	defending	
  themselves	at	close	quarters	to	engage	at	their	best	advantage.	
  	
  Victory	will	not	always	go	to	those	with	the	most	Lifeblood,	
  best	armor	and	biggest	guns;	tactics	and	smarts	play	a	big	part	
  too.	People	who	stand	and	shoot	at	the	opposition	will	kill	many	
  foes, but they will also attract a lot of fire and will eventually take 
  a	killing	shot.	
  	
  That’s	how	it	should	be.
  TImE FRAmE
  	
  T20	uses	6-second	combat	rounds,	but	it	is	not	necessary	to	
  account	for	every	millisecond	in	a	combat.	That	is	necessary	for	
  a	fair	and	even	tabletop	skirmish	game,	but	most	T20	games	are	
  about	drama	and	action	–	they’re	movies,	not	battleplans.	
  	
  Thus	sometimes	it	is	better	to	assume	combat	rounds	to	be	
  a fluid “few seconds” long and not worry about it too much. This 
  does mean that the characters exchanging a quick flurry of sword 
  blows	may	seem	to	be	out	of	synch	with	the	guy	climbing	over	
  the	fence	to	escape,	since	their	action	uses	up	less	time.	But	it	
  can	be	assumed	to	average	out	in	the	end;	the	fencers	get	into	a	
  clinch for several seconds, while the fence-climber fires a couple 
  of	pistol	shots.
  	
  Think	of	it	like	a	movie	combat	scene	–	does	everyone	begin	
  and end their actions all at once? No, they don’t. The round 
  system	is	a	basic	structure	–	a	framework	to	hang	a	dramatic	
  scene	on.	Unless	the	gaming	group	is	into	wargaming	and	wants	
  everything neatly codified and absolutely “fair” (not that there is 
  anything	bad	about	that),	the	Referee	should	feel	free	to	loosen	
  the	round	sequence	up	a	little	to	allow	for	drama.	
  	
  The	 end	 result	 is	 the	 same;	 everyone	 gets	 one	 round’s	
  worth	of	actions	every	round,	but	there	is	no	need	to	worry	about	
  questions	like	“surely	I’ve	got	some	time	left	at	the	end	of	the	
  round	–	all	I	did	was	press	a	button!”	or	players	who	demand	to	
  know	why	they	can	only	pull	a	trigger	once	in	six	seconds!
  	
  It	should	also	be	noted	that	people	do	all	kinds	of	stuff	in	
  combat	that	takes	up	time:	they	aim,	shift	position,	abort	a	shot	
  because a wounded friend is reeling through their firing arc, 
  assume a fighting stance, feint with weapons, taunt their foes, 
  communicate	 with	 their	 allies,	 glance	 around,	 stumble	 over	
  corpses,	gasp	for	breath…	and	so	on.	
  	
  This	looser	attitude	to	timing	does	not	mean	that	characters	
  should	 be	 able	 to	 make	 extra	 attacks	 or	 anything	 unbalancing	
  like that, merely that it is sometimes easier to resolve a fight as 
  several	 small	 one-on-one	 melees	 rather	 than	 do	 everything	 in	
  strict	initiative	order.	It	also	allows	the	occasional	heroic	action,	
  like	diving	to	parry	an	enemy’s	blow	against	a	friend,	that	might	
  otherwise	 be	 disallowed	 under	 a	 stricter	 system.	Assume	 that	
  any	time	“lost”	to	a	short	action	is	used	up	in	one	or	more	of	the	
  activities	 mentioned	 above,	 or	 that	 the	 character	 will	 “gain”	 on	
  some	longer	action	later.
   
  The official position of the QLI staff on this subject is that IF 
  your	Referee	thinks	it	is	appropriate,	then	a	looser,	more	dramatic	
  combat	round	system	is	an	excellent	idea.	If	it	makes	for	a	good	
  scene	or	story,	it’s	acceptable.	If	this	looser	structure	removes	
  timing	 questions,	 that’s	 great.	 If	 it	 is	 abused	 by	 players,	 the	
  strict	 “miniatures	 wargame”	 system	 should	 be	 re-implemented	
  immediately.	
  THE T20 COmBAT SySTEm
  	
  T20	 uses	 the	 standard	 d20	 combat	 system,	 with	 a	 few	
  modifications. This section presents an overview of the system, 
  including	new	rules	and	those	from	d20.
  mECHAnICS
  	
  Some	 basic	 mechanics	 are	 repeated	 over	 and	 over	 in	 a	
  combat.	For	reference,	they	are	presented	here.
  ARmOR RATIng
  	
  Armor	in	T20	has	an	Armor	Rating	(AR)	that	indicates	both	
  how well the armor absorbs damage but also how difficult it is to 
  get	in	a	telling	shot	on	the	wearer.	For	example,	combat	armor	
  not	only	stops	bullets	and	blows	dead,	but	also	can	cause	some	
  to	 glance	 off	 harmlessly.	 Thus	AR	 contributes	 to	Armor	 Class	
  (AC)	and	also	reduces	damage	if	a	hit	is	obtained.	Some	heavy	
  armor	may	make	a	character	easier	to	hit	by	reducing	his	ability	
  to	dodge,	but	be	worth	wearing	because	it	absorbs	damage	well.	
  Some	armor	is	only	good	against	certain	weapons,	for	example	
  reflec, which is only useful against lasers.
  ARmOR ClASS
  	
  Armor	Class	(AC)	is	a	representative	value,	indicating	how	
  hard	it	is	to	get	a	telling	blow	or	shot	in	on	a	character,	or	even	to	
  hit him at all. Base AC is 10, and is modified by dexterity, armor 
  rating,	and	other	defensive	factors.	
  COmBAT
  
  88
  9
  COmBAT
  	
  AC	is	calculated	as	follows:
  	
  10 + Armor Bonus + Dexterity Bonus
  	
  If	converting	creatures	or	equipment	from	other	d20	games,	
  divide	the	AC	bonus	by	3,	rounding	up.	This	will	bring	most	AC	
  ratings	from	other	d20	games	into	line	with	the	-5	range	T20	
  uses.
  Vehicle and Starship Armor Class
  	
  The	 AC	 for	 a	 vehicle	 or	 starship	 is	 calculated	 differently.	
  Dexterity modifiers and shield bonuses do not apply when 
  dealing	with	a	vehicle	or	ship.	In	addition,	either	the	pilot/driver	
  or	 a	 computer	 may	 control	 the	 evasive	 defense	 of	 a	 vessel.	
  Computers	are	very	adept	at	providing	fairly	reliable,	if	somewhat	
  predictable	evasive	routines.	However,	nothing	can	replace	an	
  experienced	pilot	or	driver	at	the	helm.	
   
  To reflect this, vessels using a computer to control their 
  evasive maneuvers are limited to a maximum Agility modifier 
  equal	to	the	computer	model	number	divided	by	2	(round	down),	
  or	the	vessel’s	Agility	rating,	whichever	is	lower.	A	pilot	or	driver	
  controlling	the	evasive	maneuvers	of	a	vessel	may	use	the	full	
  Agility rating of the vessel as a modifier. Allowing a computer to 
  handle	 evasive	 maneuvers	 is	 considered	 a	 free	 action	 for	 the	
  pilot	or	driver.	If	the	pilot	or	driver	handles	evasive	maneuvers	
  themselves,	this	is	considered	a	standard	action.
  	
  10 + Armor bonus + Agility modifier + Size modifier
  ARmOR RATIng (AR)
  	
  The	armor	worn	by	an	individual	or	the	armor	installed	on	a	
  vehicle or ship not only makes it harder to inflict damage on that 
  person	or	vessel,	it	will	also	reduce	the	amount	of	damage	if	an	
  attack	does	get	through.	While	this	value	is	used	in	calculating	the	
  overall	AC	of	a	person	or	vessel,	the	Armor	Rating	or	AR	should	
  also	be	tracked	on	a	character	sheet	for	easy	reference.	Note	that	
  the	shield	bonuses	are	not	used	when	recording	personal	AR.
  	
  Armor	Rating	reduces	Lifeblood	damage	from	weapon	attacks.	
  It	is	of	little	use	against	falls.	Note	also	that	Stamina	damage	is	
  taken	at	full	value:	a	foe	who	is	basically	immune	to	penetration	
  by	your	shotgun	can	still	be	battered	into	unconsciousness	by	
  repeated	impacts.
  TACTICAl mOVEmEnT
  	
  Movement in Combat:	If	a	character	takes	an	action	that	
  requires	a	full	round	or	more	to	complete,	she	may	only	take	a	.5	
  meter	step.
  TABlE: Tactical Speed
  No Armor or
  Medium Armor or
  Race
  Light Armor
  Heavy Armor
  Aslan
  8m
  5m
  Vargr,	Ursa
  2m
  9m
  Human,	Luriani,	Sydite
  9m
  6m
  Virushi
  6m
  3m
   
  SpEED
  	 The	speed	of	a	character	is	based	primarily	on	their	race	and	
  the	type	of	armor	they	are	wearing:
  	 Aslan	move	8	meters,	or	5	meters	when	wearing	medium	or	
  heavy	armor.
  	 Vargr	and	Ursa	move	2	meters,	or	9	meters	when	wearing	
  medium	or	heavy	armor.
  	 Humans,	 Luriani,	 and	 Sydites	 move	 9	 meters,	 or	 6	 meters	
  when	wearing	medium	or	heavy	armor.
  	 Virushi	move	6	meters,	or	3	meters	when	wearing	medium	or	
  heavy	armor.
  	
  ATTACK ROll
  	
  To	attempt	to	hit	a	target,	a	character	rolls	d20	and	adds	
  his	Attack	Bonus,	trying	to	equal	or	beat	the	defender’s	Armor	
  Class. Attack rolls may be modified by circumstances or devices. 
  The	attack	roll	indicates	how	much	an	attack	hit	or	missed	by.	
  For	example,	if	a	character	has	AR3	and	a	dexterity	bonus	to	
  AC	of	+2,	his	AC	is	5	(base	of	0	plus	3	plus	2).	An	attacker	
  who	rolls	a	3	has	clearly	missed	by	miles,	but	a	roll	of	3	is	very	
  close.	Perhaps	the	attack	missed	due	to	the	character’s	evasive	
  movements,	 ripping	 through	 his	 coat	 but	 not	 harming	 him.	 Or	
  perhaps	it	struck	his	body	armor	at	an	oblique	angle	and	glanced	
  off.	This	may	be	important	for	dramatic	purposes.
  	
  A	roll	of		is	always	a	miss,	and	a	natural	20	always	hits,	
  though	a	character	who	needs	more	than	20	to	hit	and	rolls	20	
  does	not	get	a	chance	to	critical.
  ATTACK BOnUS
  	
  Unlike	standard	d20	games,	T20	uses	Dexterity	rather	than	
  Strength as a bonus for melee attacks, reflecting the changes in 
  how armor works and the emphasis of natural speed and finesse 
  rather	than	brute	force.	Your	attack	bonus	with	a	melee	weapon	
  is:
  	
  Base attack bonus + Dexterity modifier + size modifier
  THREATS AnD CRITICAlS
  	
  If	 an	 attack	 roll	 comes	 up	 a	 natural	 20	 (or	 9	 or	 even	 8	
  in	the	case	of	some	weapons),	and	this	is	also	a	hit	(you	can’t	
  critical	what	you	can’t	hit,	though	a	natural	20	represents	a	lucky	
  normal hit	in	this	case),	then	the	character	has	scored	a	Threat.	
  A	threat	represents	a	chance	that	he	has	landed	a	deadly	blow	
  or	shot	on	his	target.	The	character	should	immediately	roll	to	hit	
  again.	If	this	second	roll	is	good	enough	to	indicate	a	hit,	a	critical	
  has	been	scored.	Most	weapons	do	double	damage	on	a	critical,	
  though	some	do	triple	or	even	more.	At	the	Referee’s	discretion,	
  a	critical	hit	in	brawling	may	knock	an	opponent	out	regardless	of	
  his	remaining	Stamina.
  	
  In	addition	to	the	normal	effects	of	a	critical	hit,	the	armor	
  of	a	target	is	also	ignored	and	the	target	takes	the	full	damage	
  roll	 against	 its	 Lifeblood	 or	 Structural	 Integrity	 rating.	 Against	
  vehicles	and	starships,	a	critical	hit	also	earns	an	additional	roll	
  on	the	appropriate	Internal	Damage	Location	table.	Regardless	of	
  whether	the	victim	of	a	critical	hit	is	a	lifeform,	vehicle,	or	starship,	
  reduce	its	the	armor	bonus	by	–	until	repaired.
  TAKIng DAmAgE
  	
  Experienced	characters	have	a	lot	of	endurance,	grit,	and	
  determination.	This	is	represented	by	their	Stamina	score.	Non-
  lethal weapons like fists and clubs normally reduce Stamina, 
  meaning	 that	 a	 character	 can	 take	 a	 fair	 amount	 of	 battering	
  before	going	down.	However,	lethal	implements	like	blades	and	
  guns	reduce	Lifeblood,	and	this	can	kill	a	character	rather	quickly.	
  For	non-weapon	damage,	it	is	usually	obvious	which	to	use.	For	
  example,	Stamina	is	reduced	by	weakening	effects	such	as	thirst	
  or	smoke	inhalation,	while	falling	does	Lifeblood	damage.	If	there	
  is	any	question	of	which	to	use,	the	test	is:	is	this	something	that	
  toughness	 and	 physical	 conditioning	 will	 help	 resist,	 or	 is	 one	
  person pretty much the same as another under this effect?
  Damage 
  	
  If	an	attack	is	successful,	roll	the	weapon’s	listed	damage.	If	
  
  89
  9
  COmBAT
  the	attack	is	against	a	lifeform	apply	the	full	damage	against	the	
  target’s	Stamina	rating.	In	addition,	a	successful	attack	against	a	
  target may inflict Lifeblood damage against lifeforms or Structural 
  Integrity	 damage	 against	 equipment,	 vehicles,	 and	 ships.	 The	
  amount	of	such	damage	is	determined	by	reducing	the	original	
  damage	roll	based	on	the	Armor	Rating	(AR)	of	the	target.
  	
  Damage Reduction by AR:	Roll	all	the	damage	dice,	but	
  then	remove	one	die	from	the	damage	roll	for	each	point	of	AR	the	
  target possesses. Always remove the lowest rolls first. Whatever 
  the	target’s	Armor	rating,	leave	one	die	(the	highest	one)	on	the	
  table.	 If	 there	 are	 still	 points	 of	Armor	 rating	 to	 be	 accounted,	
  subtract	the	remaining	points	from	the	remaining	damage.
  	
  Minimum Weapon Damage:	 If	 penalties	 to	 damage,	
  through	any	means,	bring	the	damage	result	below	,	a	hit	deals	
  no	damage	to	the	target.
   
  Example 1: A character attacks a bug-eyed monster and hits, 
  rolling 3d10 for damage (she’s firing a Laser Rifle). The damage 
  dice come up 4, 7, and 4 for a total of 15 points of damage. 
  Since the target is a lifeform, this damage is immediately applied 
  against its remaining Stamina. We now determine how much (if 
  any) Lifeblood damage has been inflicted. The bug-eyed monster 
  has an Armor rating of 5, so we must first remove up to 5 dice of 
  damage if possible. We can’t obviously because a Laser Rifle 
  only does 3d10 damage. We remove 2 dice from the damage 
  roll, both of the fours because the lowest rolls are removed first. 
  This leaves 7 points of Lifeblood damage, and also 3 points of 
  Armor rating, to account for. Subtracting these 3 points from the 
  Lifeblood damage, the Laser Rifle inflicts an additional 4 points of 
  lifeblood damage to the bug-eyed monster. 
   
  Example 2: Two grav tanks are taking shots at one another, 
  both with an Armor rating of 12 and firing Heavy Fusion Guns 
  (6d20 damage). One of the tanks scores a hit on its opponent 
  and rolls 6, 12, 8, 4, 15, and 11 for a total of 56 points of damage. 
  Since the target is a vehicle it has no stamina points. Instead 
  we must reduce the damage to account for the target’s armor 
  and apply any remaining damage to the Structural Integrity of 
  the vehicle. We remove 5 of the dice leaving just the 15. This 
  accounts for 5 of the 12 points of Armor rating of the target. 
  Applying the remaining 7 factors of armor against the remaining 
  damage roll of 15 leaves the attack inflicting a total of 8 points of 
  Structural Integrity damage.
  Scaling Damage Between lifeforms, Vehicles, and Starships
  	
  The	scale	of	armor	and	weapon	power	between	lifeforms,	
  vehicles, and starships is quite drastic. To reflect this when 
  playing	 T20	 and	 running	 combats	 involving	 lifeforms,	 vehicles,	
  and/or	 starships	 at	 the	 same	 time	 apply	 the	 following	 damage	
  modifiers.
  	
  Lifeforms Attacking Vehicles:	 When	 a	 lifeform	 attacks	
  a	 vehicle	 using	 a	 personal	 weapon,	 automatically	 reduce	 the	
  damage	by	5	dice	before	applying	any	reductions	due	to	armor.
  		
  Lifeforms Attacking Starships:	 A	 lifeform	 attacking	 a	
  starship	or	small	craft	with	a	personal	weapon	will	automatically	
  reduce	the	damage	by	0	dice	before	applying	any	reductions	
  due	to	armor.
  	
  Vehicles Attacking Lifeforms:	A	vehicle	rolls	an	additional	
  5	dice	of	damage	when	an	attack	against	a	lifeform	hits.	Note	
  that	 this	 applies	 only	 to	 weapons	 designed	 for	 attacking	 other	
  vehicles.	A	 light	 machinegun	 mounted	 on	 a	 combat	 vehicle	 is	
  still	an	antipersonnel	weapon	and	should	be	treated	as	a	normal	
  attack	rather	than	a	vehicular	one.
  	
  Vehicles Attacking Starships:	A	vehicle	attacking	a	starship	
  or small craft with weapons designed to fight other vehicles must 
  reduce	its	damage	by	5	dice	before	applying	any	reductions	due	
  to	armor.
  	
  Starships Attacking Lifeforms:	Starship	weapons	ignore	
  personal	armor,	and	in	addition	roll	an	extra	0	dice	of	damage	
  when	attacking	any	Lifeforms.
  	
  Starships Attacking Vehicles:	Starships	weapons	against	
  vehicles	may	roll	an	extra	5	dice	of	damage.	In	addition,	roll	twice	
  on	the	Internal	Damage	Location	tables.
  	
  Common	sense	must	be	used	when	deciding	whether	scaling	
  factors	apply.	For	example,	some	starships	carry	anti-personnel	
  or	 even	 anti-vehicle	 weapons	 for	 close	 support	 work.	 These	
  would	be	treated	as	Lifeform	or	Vehicle	attacks,	because	those	
  are	their	intended	targets.	A	tank	plasma	gun	does	not	become	
  more powerful because it is fitted in a turret under a starship, 
  and	 likewise	 if	 someone	 were	 to	 build	 an	 orbital	 defense	 tank	
  mounting	 a	 starship	 laser,	 this	 would	 be	 treated	 as	 a	 starship	
  attack	rather	than	a	vehicular	one.
  	
  Maritime	ships	are	considered	to	be	Vehicles	in	almost	all	
  cases.	Warships	should	be	treated	as	mounting	Vehicle	weapons	
  unless	 they	 have	 been	 specially	 constructed	 for	 the	 COACC	
  (Close	Orbit	and	Airspace	Control	Command)	role.	For	example,	
  some	surface	vessels	mount	lasers	and	particle	accelerators	for	
  engaging	starships,	and	meson-gun	armed	submarines	are	used	
  my	many	COACC	forces.	These	units	could	turn	their	weapons	on	
  TABlE: Size modifiers to Attack Bonus and Armor Class
  Animal or Item Weight (kg)
  Size
  Starships and Smallcraft
  Weight in
  Size
  or Vehicle Volume (vl)
  Modifier
  Tonnage (tons)
  Pounds (d20 size)
  Fine
  up	to	0.05
  +8
  -
  0.	(/8)
  Diminutive
  0.05	to	0.5
  +4
  -
  .	()
  Tiny
  0.5	to	5
  +2
  -
  	(8)
  Small
  5	to	30
  +
  -
  66	(60)
  Medium
  30	to	250
  0
  -
  550	(500)
  Large
  250	to	2000
  -
  	ton
  4400	(4000)
  Huge
  2000	to	5,000
  -2
  -9	tons
  33,000	(32,000)
  Gargantuan
  5,000	to	5,000
  -4
  0-99	tons
  253,000	(250,000)
  Colossal
  5,000	to	,35,000
  -8
  00-999	tons
  253,000	or	more
  Enormous
  ,35,000+
  -0
  ,000-9999	tons
  -
  Monstrous
  -
  -2
  0,000-99,999	tons
  -
  Stupendous
  -
  -4
  00,000-999,999	tons
  -
  Incredible
  -
  -6
  ,000,000+	tons
  -
  
  90
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  COmBAT
  other	maritime	vessels	if	they	needed	to,	but	they	are	optimized	
  for	engaging	starship-class	targets.
  Stamina 
  	
  Stamina	represents	a	character’s	ability	to	withstand	heavy	
  exertion,	 accumulated	 minor	 wounds,	 fatigue,	 and	 other	 minor	
  physical	impairments	and	injuries.	A	higher-level	character	may	
  have	 a	 much	 larger	 Stamina	 reserve	 to	 rely	 upon,	 developed	
  from years of training and experience. Stamina is modified by 
  Constitution.
   
  d20 Note: Stamina points are the basic equivalent of Hit 
  Points, with some minor changes. Characters from other d20 
  games using Hit Points or equivalent translate exactly.
  	
  Unconscious (0 or Fewer Stamina Points):	 When	 your	
  character	reaches	0	Stamina	points	he	or	she	will	fall	unconscious	
  from	a	combination	of	exhaustion,	accumulated	minor	damage,	
  etc.	Any	 further	 Stamina	 damage	 received	 by	 an	 unconscious	
  character	 is	 taken	 directly	 against	 Lifeblood	 instead	 (no	 armor	
  adjustments	apply	here)	until	the	character	has	healed	to	at	least	
  	Stamina	point.	The	character	will	remain	unconscious	for	at	least	
  0	minutes,	after	which	they	may	attempt	a	Fortitude	save	(DC5)	
  to	recover	consciousness.	If	the	save	is	failed	the	character	may	
  try	 again	 every	 0	 minutes	 until	 successful,	 someone	 revives	
  them,	or	they	are	healed.	
  lifeblood 
  	
  In	addition	to	Stamina	each	lifeform,	be	it	a	character,	NPC,	
  or	bug-eyed	monster,	also	has	a	Lifeblood	rating	that	represents	
  its	ability	to	withstand	the	traumatic	damage	and	injuries	that	often	
  accompany	futuristic	weaponry.	The	Lifeblood	rating	is	generally	
  equal	to	the	lifeform’s	Constitution	score,	but	may	vary	due	to	
  size	and	other	factors.
  	
  Dying (0 to -9 Lifeblood):	When	a	being’s	Lifeblood	drops	to	
  0	or	lower,	it	is	dying.	At	the	end	of	each	round,	beginning	with	the	
  round	in	which	Lifeblood	fell	to	0	or	lower,	the	being	must	make	a	
  Will	save	(DC5)	or	lose		more	Lifeblood	and	fall	unconscious.	
  Once	unconscious	it	will	continue	to	lose		additional	Lifeblood	
  point	at	the	end	of	each	round.	If	the	being	reaches	–0	Lifeblood,	
  it	 is	 dead.	 Each	 round	 a	 being	 remains	 conscious	 it	 does	 not	
  automatically	 lose	 additional	 Lifeblood	 and	 may	 attempt	 any	
  type	of	action	other	than	a	move	action.	However,	if	an	action	
  is	 attempted	 while	 in	 this	 condition,	 the	 being	 must	 make	 an	
  additional	Will	save	(DC5)	after	the	action	to	see	if	the	stress	
  causes	him/her/it	to	fall	unconscious	and	begin	to	lose	additional	
  Lifeblood.
  	
  Dead (-10 or lower Lifeblood):	If	a	character	or	other	being	
  ever	reaches	–0	Lifeblood,	they	have	died.	It	is	also	possible	to	
  die	even	if	a	being	has	remaining	lifeblood;	for	example,	certain	
  types	of	poisoning	can	reduce	a	character’s	Constitution	score,	
  which	if	reaches	0	also	will	cause	death.
  Structural Integrity points (SI)
  	
  Vehicles	(including	robots),	small	craft,	and	starships	do	not	
  have	 a	 Stamina	 or	 Lifeblood	 rating.	 Instead	 these	 craft	 use	 a	
  Structural	Integrity	or	SI	rating	to	measure	damage	against	them.	
  This	 SI	 rating	 is	 based	 on	 the	 overall	 size	 of	 the	 craft,	 and	 is	
  determined	when	the	vessel	is	designed	and	constructed	(see	the	
  Vehicle	or	Starship	Design	rules	in	the	Travellers’ Handbook).
  	
  Non-Functional (0 or fewer Structural Integrity):	 When	
  a	vessel’s	structural	integrity	drops	to	0	or	lower,	it	is	rendered	
  completely	 non-functional.	 Nothing	 will	 work	 until	 repairs	 are	
  made.	 Any	 further	 damage	 received	 will	 automatically	 cause	
  internal	 damage	 (roll	 on	 the	 Damage	 Location	 table	 below	 for	
  each	hit),	and	may	end	up	completely	destroying	the	craft.
  	
  Destroyed: It is difficult to completely destroy a vehicle, 
  small	 craft,	 or	 starship	 -	 but	 it	 can	 be	 done.	A	 craft	 that	 takes	
  an	 amount	 of	 damage	 greater	 than	 or	 equal	 to	 twice	 (x2)	 its	
  original	Structural	Integrity	rating	has	been	destroyed	completely.	
  Destroyed	craft	cannot	be	repaired	at	all.	Thus	a	00-ton	starship	
  could	take	up	to	200	structural	integrity	points	of	damage	before	
  being	destroyed.
  EFFECTS OF WOUnDS On STAmInA AnD lIFEBlOOD
  Stamina 0 or less:	
  The	 character	 is	 unconscious.	
  Further	damage	is	dealt	directly	to	
  Lifeblood.
  Lifeblood 0 to –9:
  The	character	is	dying.
  Lifeblood –10 or lower:
  The	character	is	dead.	
  HEAlIng DAmAgE
   
  It is not normally possible to heal during a fight. For the 
  effects	of	medial	attention,	see	Medical	Treatment	in	the	Field.
  DAmAgE TO pERSOnAl EQUIpmEnT
  	
  Personal	equipment	only	takes	SI	damage.	If	an	item	takes	
  damage	 equal	 or	 exceeding	 its	 total	 SI	 rating,	 it	 is	 destroyed	
  beyond	repair.	If	not	destroyed,	for	each	point	of	damage	taken	
  there	is	a	5%	chance	that	the	equipment	will	malfunction	each	
  time	it	is	used.	There	is	an	even	(50/50)	chance	the	item	will	either	
  fail	 to	 work	 at	 all,	 or	 work	 but	 produce	 incorrect	 and	 improper	
  results.
  SAVIng THROWS
  	
  Characters	may	sometimes	get	the	chance	to	make	a	save	
  to avoid some combat effects, for example a Reflex save to dive 
  to	the	ground	and	avoid	a	hail	of	grenade	fragments.	The	normal	
  Reflex, Fortitude and Will saves apply in combat. 
  COmBAT RUlES
  	
  Combat	 is	 resolved	 as	 a	 series	 of	 combat	 rounds.	 Once	
  combat	has	begun	characters	decide	what	actions	they	intend	to	
  take,	and	these	are	then	resolved	in	initiative	order	(see	below).	
  Combat continues until one side flees, is eliminated, or both sides 
  decide or agree to cease fighting. 
  SURpRISE
   
  In the first round of combat, some combatants may not be 
  aware	of	their	opponents,	or	may	not	have	realized	that	combat	is	
  about	to	begin.	If	this	is	the	case,	the	attackers	have	surprise,	and	
  can	act	normally	while	those	who	are	caught	by	surprise	cannot	
  act.	It	is	possible	to	achieve	more	than	one	round	of	surprise.	For	
  example,	if	a	party	attacks	with	silent	weapons	like	lasers	and	
  eliminates	targets	that	cannot	be	seen	by	their	allies	before	they	
  can	raise	an	alarm.	Once	the	victims	become	aware	that	they	are	
  under	attack,	the	surprise	period	ends	and	next	round	both	sides	
  proceed	to	normal	combat.	Surprise	should	be	determined	by	the	
  Referee	based	on	the	individual	circumstances	of	the	encounter.
  READInESS
  	
  At	the	beginning	of	a	combat,	even	if	they	are	not	caught	
  by surprise, most characters are “flat-footed,” i.e. unready and 
  unable	 to	 dodge	 an	 incoming	 attack.	 Flat-footed	 characters	
  cannot	 apply	 their	 DEX	 bonus	 to	AC,	 though	 armor	 and	 other	
  bonuses	do	apply.	Some	feats	allow	a	character	to	avoid	being	
  flat-footed. Once a character acts for the first time in any given 
  combat, he is no longer flat-footed. 
  	
  Unaware:	This	is	the	equivalent	of	being	caught	flat-footed	for	
  vehicles,	small	craft,	and	starships.	Vessels	that	are	unaware	of	
  their	opponents	may	not	use	their	Agility	bonus	when	calculating	
  
  9
  9
  COmBAT
  their	AC	if	attacked.	An	unaware	combatant	may	not	take	any	
  actions	during	the	surprise	round.
  InITIATIVE
  	
  Once	 normal	 combat	 has	 begun,	 each	 character	 makes	
  an	initiative	check.	This	is	done	by	rolling	d20	and	adding	the	
  character’s	DEX	bonus.	Each	round,	all	combatants	act	in	order,	
  from	highest	initiative	to	lowest.	For	simplicity,	initiative	may	be	
  rolled	 for	 groups	 of	 combatants.	 Initiative	 normally	 applies	 for	
  the	entire	combat,	though	sometimes	a	new	initiative	roll	may	be	
  called	for.
  Vehicle, Small Craft, or Starship Initiative:	 When	 a	 vessel	
  becomes	 aware	 of	 any	 opponent(s),	 it	 must	 make	 an	 initiative	
  check.	An	initiative	check	is	a	d20	roll,	adding	the	Agility	bonus	
  of	the	vessel	(if	any).	
  	
  Vehicles:	If	the	commander	of	the	vessel	has	the	Tactics	(I	or	
  II) feat, they may add their WIS modifier to this roll.
  	
  Small Craft and Starships:	If	the	commander	of	the	vessel	
  has the Ship’s Tactics feat, they may add a +2 modifier to this 
  roll.
  	
  These	Initiative	check	results	determine	in	what	order	vessels	
  will	act	during	each	round	of	the	encounter.	Each	vessel	may	take	
  an	action	in	their	initiative	order	(highest	to	lowest)	every	round.	If	
  two	or	more	vessels	have	the	same	initiative	check	result,	they	will	
  act	in	order	based	on	the	vessel	Agility	bonus	(highest	to	lowest).	
  If	there	is	still	a	tie,	have	each	side	roll	d6	with	the	highest	roll	
  acting	before	the	lowest	roll.	Reroll	until	all	ties	are	broken.
  	
  ACTIOnS In COmBAT
  	
  Characters	can	do	pretty	much	anything	they	like	in	a	combat	
  round.	Most	often,	they	will	attack	someone	and/or	move	to	get	
  a	better	position,	escape	etc.	Actions	in	combat	fall	into	several	
  types:
  Free Actions
  	
  Some	actions	are	“free,”	in	that	they	take	up	no	time	and	
  can	be	carried	out	while	doing	something	else.	Common	sense	
  suggests	that	there	are	only	so	many	free	actions	that	can	be	
  taken	in	a	combat	round,	so	the	Referee	may	choose	to	limit	a	
  character	who	tries	to	do	too	much.
  Standard Actions
  	
  Most	 actions	 in	 combat	 are	 “standard”	 actions,	 taking	 a	
  few	 seconds	 or	 less	 to	 complete.	A	 character	 who	 undertakes	
  a	standard	action	may	move	his	normal	distance	(before,	after	
  or	during	the	action)	and	carry	out	his	chosen	act.	An	attack	is	a	
  standard	action,	i.e.,	a	character	may	make	a	single	attack	and	
  move	her	normal	distance	in	a	combat	round.
  movement and move-Equivalent Actions
  	
  Sometimes	a	character	will	decide	to	do	nothing	but	move	in	
  a	round.	In	effect,	the	character	makes	a	standard	action	(move	
  and	act)	but	swaps	her	action	for	a	second	move.
  	
  Conversely,	 move-equivalent	 actions	 take	 the	 place	 of	
  the	 movement	 allowance	 in	 a	 standard	 action.	 They	 do	 not	
  necessarily	involve	movement,	but	take	up	an	equivalent	amount	
  of	time	to	that	required	to	move	the	character’s	normal	distance.	
  A	character	who	undertakes	a	move-equivalent	action	may	carry	
  out	a	standard	action	such	as	attacking	plus	his	chosen	move-
  equivalent	 action	 (such	 as	 standing	 up	 from	 prone).	 Even	 if	 a	
  character	has	given	up	his	movement	allowance	by	using	a	move-
  equivalent	action,	he	may	still	take	a	couple	of	steps,	moving	-2	
  meters	during	the	round.
  Full-Round Actions
  	
  Some	actions	take	up	the	whole	round.	The	most	common	of	
  these	is	the	full	attack,	which	allows	a	character	to	make	multiple	
  attacks	if	she	has	the	capability.	A	character	undertaking	a	full-
  round	action	can	take	a	couple	of	steps,	moving	-2	meters,	but	
  can	make	no	other	movement.	Free	actions	can	be	undertaken	
  during	a	full-round	action,	subject	to	the	bounds	of	common	sense	
  and	the	number	of	available	limbs	the	character	has.
  multi-Round Actions
  	
  Some	 actions	 take	 up	 more	 than	 one	 round.	 They	 are	
  treated	as	a	series	of	full-round	actions.	Common	sense	dictates	
  whether	 a	 character	 can	 take	 a	 -2	 meter	 step	 each	 round	 (if	
  she’s defusing a bomb or fixing the maneuver drive, wandering 
  about	seems	to	be	counterproductive)	and	whether	the	task	can	
  be	left	for	a	round	or	two	then	returned	to	or	whether	the	multi-
  round	action	must	be	completed	all	in	one	go.
  RESOlVIng ACTIOnS
  	
  Details	 of	 the	 various	 actions	 a	 character	 may	 take	 in	 a	
  combat	round	follow,	but	remember	that	these	are	not	the	only	
  possible	actions.	Most	things	that	a	character	may	try	to	do	will	
  fall	into	one	of	the	above	categories;	which	one	covers	any	given	
  action	is	up	to	the	Referee.
  mOVE (AnD mOVE-EQUIVAlEnT) ACTIOnS
  	
  Certain	 actions	 are	 considered	 to	 be	 move	 actions	 even	
  though	they	may	not	always	include	movement.
  Climb
  	
  A	character	may	climb	at	¼	normal	movement	speed	as	a	
  move	action.
  Crawl or Roll
  	
  As	a	move	action,	a	character	may	crawl	or	roll	along	the	
  ground half his normal movement distance. He gains the benefits 
  of	being	prone	in	terms	of	defense.
  Dive
  	
  As	 a	 movement	 or	 move-equivalent	 action,	 a	 character	
  may	make	a	headlong	dive	(usually	into	the	nearest	cover).	As	
  a	movement	action,	a	character	may	make	the	equivalent	of	a	
  double	move	then	dive	an	additional	-3	meters,	ending	up	in	
  a	 prone	 position.	This	 is	 a	 fairly	 reckless	 thing	 to	 do,	 and	 the	
  character	will	take	d4	Stamina	damage	from	slamming	into	the	
  ground	unless	a	DC	5	Tumble	check	is	made.	Alternatively,	a	
  character	may	dive	from	a	standing	start	(traveling	up	to	2	meters	
  in	the	process)	and	still	make	an	attack	or	other	standard	action	
  such	as	attacking	with	a	weapon.	Such	attacks	are	made	at	a	
  –4	 penalty	 and	 the	 character	 has	 a	 chance	 of	 taking	 Stamina	
  damage	 as	 above.	 However,	 this	Tumble	 check	 is	 only	 DC0.	
  Targeting	a	diving	character	is	at	a	penalty	of	–2.	In	both	cases,	
  movement	comes	to	a	stop	in	a	prone	position.
  Reload
  	
  Reloading	a	personal	weapon	is	considered	a	move	action	
  and	does	provoke	a	possible	attack	of	opportunity.	Magazine-	or	
  belt-fed weapons (autopistols, SMGs, assault rifles, machineguns 
  etc)	can	be	completely	reloaded	with	this	action,	as	can	weapons	
  reloaded	using	tools	such	as	a	speedloader	for	revolvers.	It	is	
  possible	 to	 manually	 load	 3	 rounds	 into	 a	 weapon	 such	 as	 a	
  shotgun	or	revolver,	or	one	round	into	a	larger	weapon	such	as	a	
  grenade	launcher.
   
  Fitting a rifle grenade to a launcher is also considered a 
  reload	action.
  
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  COmBAT
  Double move
  	
  A	character	can	move	up	to	twice	her	speed	in	meters	if	she	
  does	nothing	else	that	round.	Passing	close	to	an	opponent	will	
  provoke	an	attack	of	opportunity.
  grab an Object
  	
  Picking	up	or	grabbing	a	loose	object	is	a	move	action.
  Holster, Sheathe or put Away A Weapon or Tool
  	
  Returning	a	weapon	or	tool	to	its	sling,	holster,	or	holder	is	a	
  move	action.	
  Run
  	
  A	character	can	run	up	to	4	times	his	speed	in	meters	(up	
  to	3	times	if	wearing	heavy	armor)	if	he	does	nothing	else.	Any	
  dexterity	bonus	to	AC	is	lost.	A	character	may	run	for	up	to	his	
  Constitution	value	in	rounds.	After	this,	he	must	make	a	DC0	
  Constitution	 check	 each	 round	 to	 keep	 going.	 If	 this	 check	 is	
  failed,	the	character	must	rest	for		minute	(0	rounds)	before	
  running	again.	
  Stand Up
  	
  A	 kneeling	 or	 prone	 character	 can	 stand	 up	 as	 a	 move	
  action.
  Use psionics
  	
  Using	a	psionic	talent	in	combat	is	considered	to	be	a	move	
  action,	and	does	not	provoke	an	attack	of	opportunity.	
  mISCEllAnEOUS ACTIOnS
  	
  Characters	 can	 undertake	 various	 other	 actions	 during	 a	
  combat.	 Many	 are	 “free”	 actions	 and	 can	 be	 undertaken	 while	
  doing	other	things,	thus	taking	up	none	of	the	character’s	combat	
  actions.	Others	are	full	round	actions	(i.e.	the	character	can	do	
  nothing	else),	and	some	take	several	rounds	to	complete.
  Activate an Item
   
  You may turn on a simple device like a flashlight, activate 
  (i.e. prepare, not fire) a weapon, or make some or other similar 
  action.	This	is	a	free	action.
  Drop an Object
  	
  Any	 object	 held	 in	 one	 or	 both	 hands	 and	 not	 secured	 in	
  some	 way	 can	 be	 dropped	 at	 any	 time.	 Objects	 secured	 by	
  straps,	lanyards	etc	can	be	let	go	of,	but	will	remain	attached	to	
  the	character	and	may	impede	him.
  Kneel or go prone
   
  A	character	may	drop	to	a	kneeling	or	lying	position	as	a	free	
  action.	Any	movement	must	end	at	this	point,	naturally.
  mount or Dismount a Vehicle
  	
  Mounting	 or	 dismounting	 a	 vehicle	 is	 a	 full	 round	 action,	
  and	may	subject	the	character	to	an	attack	of	opportunity.	At	the	
  beginning	of	the	next	round	the	character	is	considered	to	be	in	
  the	vessel,	or	just	adjacent	to	the	vessel	if	dismounting.
  Open An Iris Valve, Sliding Door, or Standard Door 
  	
  A	character	may	open	any	standard	door,	sliding	door,	or	iris	
  valve	as	a	standard	action.	Moving	through	the	doorway	takes	an	
  additional move action, and closing the doorway requires a final 
  standard action. If conflicting commands are given to a sliding 
  door	or	iris	valve	(one	character	activates	it	to	open	and	another	
  activates	 it	 to	 close)	 will	 cause	 the	 doorway	 to	 remain	 in	 the	
  position	it	was	at	the	start	of	the	round	and	ignore	all	commands	
  for	the	round.
  Open a Hatchway 
  	
  Opening	a	hatchway	is	a	full	round	action.	Moving	through	
  the	hatch	takes	an	additional	move	action,	and	closing	a	hatch	
  requires	another	full	round	action.	Opening	or	closing	a	hatchway	
  may	provoke	an	attack	of	opportunity.
  Open an Airlock 
  	
  Activating	an	airlock	to	open	or	close	is	a	standard	action,	but	
  the airlock will not finish opening or closing until the fourth round 
  after	the	command	was	given.	It	takes	3	rounds	to	compress	or	
  decompress	the	airlock,	and	one	full	round	to	open	or	close	the	
  doorway.	Once	a	command	to	open	or	close	has	been	given	to	an	
  airlock,	it	cannot	be	overridden	until	the	cycle	completes.
  put on a pressure Suit 
  	
  It	takes	2	full	round	actions	to	put	on	a	vac	suit,	and	5	full	
  round	actions	to	put	on	battle	dress	or	combat	armor	and	seal	it.	
  An	Intelligence	check	(DC0)	must	be	made	once	the	suit	is	on	
  to	ensure	that	its	environmental	integrity	is	intact.	This	check	is	
  reduced	to	DC	5	if	the	character	or	someone	assisting	them	has	
  the Armor Proficiency (Vac Suit) feat. If failed, the suit does not 
  provide	any	defense	against	explosive	decompression.
  patch a pressure Suit Breach
  	
  Applying	a	patch	to	a	breach	in	a	vac	suit,	battle	dress	or	
  combat	armor	is	a	full	round	action.	An	Intelligence	check	(DC5)	
  must	be	made	to	properly	apply	the	patch	and	seal	the	breach.	
  This	 check	 is	 reduced	 to	 DC	 0	 if	 the	 character	 or	 someone	
  assisting them has the Armor Proficiency  (Vac Suit) feat.
  Speak
  	
  Talking,	shouting,	or	calling	to	companions	nearby	can	be	
  done	while	undertaking	other	actions.	If	a	communications	device	
  is	used,	the	act	of	communicating	may	be	a	move	action	instead.	
  Most	coms	and	headset	communicators	are	hands-free	units,	so	
  using	them	is	a	free	action.
  STAnDARD COmBAT OpTIOnS
  Attacks
  	
  The	commonest	action	in	a	combat	round	is	the	attack.	There	
  are	three	basic	types	of	attack:	attacks, charges	and	full attacks.
  •	 Attack: A	 character	 who	 makes	 a	 normal	 attack	 gains	 no	
  special benefits, but can move during the round. I.e. this is a 
  standard	action.
  •	 Charge: A	character	may	charge	headlong	into	an	opponent	to	
  make	a	melee	attack.	He	may	move	up	to	double	his	speed	to	
  reach	the	target.	If	he	does	so,	the	character	gains	a	+2	bonus	
  to	hit,	but	can	make	only	a	single	attack	that	round.	He	suffers	
  a	–2	AC	penalty	against	anyone	trying	to	hit	him	until	his	next	
  action.	This	is	a	standard	action.
  •	 Full Attack: a	character	who	has	multiple	attacks	can	only	use	
  them	if	he	selects	this	option.	A	character	making	a	full	attack	
  can	move	a	couple	of	steps	only,	i.e.	this	is	equivalent	to	a	full-
  round	action.
  Attacks of Opportunity
  	
  Some	actions	provoke	an	attack of opportunity.	For	example,	
  when	 an	 unarmed	 character	 attempts	 to	 close	 with	 someone	
  using	a	weapon,	or	when	a	character	tries	to	use	a	melee	weapon	
  against someone with a firearm, the defender may make an attack 
  of	opportunity.	This	is	in	effect	a	“free	shot”	in	addition	to	normal	
  attacks,	and	is	made	at	full	attack	bonus.	Naturally,	a	character	
  must	have	a	suitable	weapon,	or	ammunition,	available	to	take	
  advantage	 of	 this	 opportunity.	 Most	 characters	 can	 only	 make	
  one	attack	of	opportunity	per	round,	but	some	feats	allow	more	
  than	one,	all	made	at	the	character’s	full	attack	bonus.	Only	one	
  attack	of	opportunity	can	be	used	against	a	target	per	round.	
  
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  COmBAT
  	
  A	character	can	only	make	an	attack	of	opportunity	within	
  the	area	he	can	reach;	his	“threatened	area.”	This	is	a	.5	meter	
  radius	around	himself	(every	adjacent	hex	or	square).	Firearms	
  and	 other	 self-powered	 weapons	 do	 not	 provoke	 an	 attack	 of	
  opportunity when fired at an opponent within the threatened 
  area.
  	
  Normally,	once	a	character	is	“in”	to	make	his	attack,	no	more	
  attacks	of	opportunity	can	be	made.	For	example,	a	swordsman	
  rushing	 in	 against	 a	 pistol-armed	 foe	 provokes	 an	 attack	 of	
  opportunity in the first round, but after that he is “in close” and 
  provided	he	can	stay	there,	he	can	attack	normally	in	subsequent	
  rounds.	
  	
  Attacks	 of	 opportunity	 can	 also	 be	 made	 with	 ranged	
  weapons,	in	the	case	where	a	character	deliberately	covers	an	
  area	(e.g.	a	doorway)	and	waits	for	someone	to	move	past	or	
  through	it.
  ATTACK mODIFIERS
   
  Characters’ ability to hit their targets can be influenced by 
  many	factors.	These	are	detailed	below.	
  gravity
  	
  The	 local	 gravity	 can	 have	 a	 major	 effect	 on	 activities	 in	
  combat,	unless	a	character	is	acclimatized	to	such	environments	
  through	the	Heavy	Gravity	Adaptation,	the	Zero-G/Low	Gravity	
  Adaptation	or	the	Improved	Zero-G/Low	Gravity	Adaptation	feats.	
  See	Environments	-	Gravity	in	the	Adventuring	chapter	for	more	
  information.
  Range
  	
  Thrown	weapons	have	a	maximum	of	5	range	increments,	
  and	 all	 other	 ranged	 (non-melee)	 personal	 weapons	 have	 a	
  maximum	 range	 of	 0	 increments.	 Modern	 and	 future	 vehicle	
  weapons	have	a	maximum	range	of	5	increments.	
   
  Vehicle	and	personal	weapons	each	have	a	range	increment	
  listed	for	them.	This	represents	the	range	at	which	the	weapon	
  is	 most	 accurate.	 For	 each	 additional	 increment	 beyond,	 the	
  weapon’s	accuracy	is	reduced	by	–2	(applied	to	the	attacker’s	to	
  hit	roll),	and	the	damage	roll	is	reduced	by		die.	See	the	Damage	
  rules	for	more	information	on	applying	damage.
  Personal or Vehicle Communication and Sensor Ranges:
  	
  Personal	 or	 vehicle	 communication	 and	 sensor	 systems	
  uses	the	following	range	increments:
  Range
  Distance (in Kilometers)
  Close
  up	to	
  Short
  up	to	5
  Medium
  up	to	50
  Long
  up	to	500
  Continental/Very	Long
  up	to	5,000
  World-wide/Extreme
  up	to	0,000
  Starship 
  or 
  Spaceship 
  Communications, 
  Sensors, 
  and Weapon Ranges:	 Ship’s	 Weaponry,	 Sensors,	 and	
  Communications	are	handled	differently	because	of	the	distances	
  involved.	These	systems	are	simply	rated	by	their	standard	range	
  band	(close,	short,	medium,	long,	very	long,	and	extreme).	For	
  each	range	band	past	a	system’s	standard	range	it	suffers	a	–2	
  penalty	to	any	skill	checks,	attack	rolls,	etc.,	and	any	damage	roll	
  is	reduced	by		die.	For	weapons,	treat	Extreme		–	4	as	a	single	
  range	band;	Extreme.	
  Range
  Hexes
  Distance (in Kilometers)
  Visual
  (0)
  up	to	50
  Close
  0
  up	to	5,000
  Short
  -3
  up	to	45,000
  Medium
  4-5
  up	to	75,000
  Long
  6-8
  up	to	20,000
  Very	Long
  9-6
  up	to	240,000
  Extreme	
  7-20
  up	to	300,000
  Extreme	2
  2-24
  up	to	360,000
  Extreme	3
  25-28
  up	to	420,000
  Extreme	4
  29-32
  up	to	480,000
  Far
  33-320
  up	to	4,800,000
  System-wide
  32+
  beyond	4,800,000
  Relative Speed
  	
  The	 difference	 between	 the	 current	 speed	 of	 the	 attacker	
  and	defender	has	an	impact	on	how	easily	the	target	can	be	hit.	A	
  fast moving target is much more difficult to hit than a slow target. 
  These modifiers apply to vehicle and personal combat only.
  Relative Speed 
  Target AC
  Difference
  Modifier
  0-25	kph
  +0
  26-50	kph
  +
  5-00	kph
  +2
  0-200	kph
  +4
  20-400	kph
  +8
  40-600	kph
  +0
  60-800	kph
  +2
  80-,000	kph
  +4
  ,00+	kph
  +6
  movement
  	
  Characters	 can	 normally	 move	 up	 to	 their	 movement	
  allowance	 (speed)	 in	 a	 round,	 and	 still	 make	 a	 normal	 action,	
  attack,	 evade,	 etc.	 Characters	 may	 choose	 to	 make	 a	 double	
  move	(up	to	double	their	speed),	or	run	up	to	4	times	their	speed	
  in	meters	(3	times	their	speed	if	wearing	heavy	armor),	though	
  they	will	not	be	able	to	do	anything	else.	
  Defensive Actions
  	
  A	character	may	decide	that	staying	alive	is	more	important	
  than	 hurting	 a	 foe.	 He	 has	 three	 options	 in	 this	 case:	 Fight	
  Defensively,	go	Fully	Defensive,	or	Break	Off.
  •	 Fight Defensively: The character fights extremely cautiously 
  or	 tries	 to	 draw	 his	 opponent	 into	 making	 a	 mistake.	 His	
  attacks	are	at	–4,	but	he	receives	a	+2	bonus	to	AC	against	all	
  attacks.
  •	 Fully Defensive:	A	character	who	does	nothing	but	try	to	stop	
  or	evade	incoming	attacks	cannot	attack	at	all,	but	gains	a	+2	
  bonus	to	is	AC	as	above.	In	addition,	he	receives	a	“parrying	
  pool”	equal	to	half	his	weapon	attack	bonus.	This	pool	can	be	
  allocated	as	penalties	to	any	and	all	incoming	melee	attacks,	
  reducing	 the	 attacker’s	 chance	 to	 hit.	 It	 is	 no	 use	 against	
  projectile	 weapons,	 but	 the	 character	 still	 gets	 his	 +2	 AC	
  bonus.
  •	 Break Off: A character who wishes to break off and flee acts 
  as if he was fighting defensively (getting a +2 bonus to AC as 
  above),	and	picks	a	moment	to	break	off	and	make	a	run	for	it.	
  
  94
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  COmBAT
  His	opponent	gets	an	attack	of	opportunity	(the	AC	bonus	counts	
  against this) as the character turns to flee and, depending upon 
  initiative,	he	may	have	already	made	his	normal	attack.	The	
  character	breaking	off	gets	to	make	a	double	move	away	from	
  his	opponent,	who	cannot	pursue	until	the	next	round.
  SpECIAl COmBAT OpTIOnS
  	
  Characters	 may	 undertake	 a	 range	 of	 special	 actions	 in	
  combat.
  Bull Rush
   
  A	Bull	Rush	can	be	attempted	as	either	an	attack	or	a	charge	
  options.	The	attacker	simply	runs	into	his	opponents	and	tries	to	
  shove	him	bodily	backwards.	It	is	not	possible	to	succeed	against	
  an	opponent	who	is	two	or	more	size	categories	larger	than	the	
  attacker.	
  	
  Attempting	 a	 bull	 rush	 provokes	 an	 attack	 of	 opportunity	
  from	the	defender	and	anyone	you	pass	to	reach	him.	Attacks	
  made	by	people	other	than	the	defender	have	a	25%	chance	of	
  accidentally	targeting	the	defender.	Attacks	on	the	defender	have	
  a	25%	chance	of	targeting	the	person	rushing	at	him,	instead.	
  	
  Once	the	rusher	has	closed	with	his	target,	make	an	opposed	
  Strength	check.	Attacker	and	defender	may	add	+4	for	every	size	
  class	they	are	larger	than	Medium,	and	–4	for	every	class	smaller.	
  The	attacker	gets	an	additional	+2	bonus	if	he	charged,	and	the	
  defender	gets	a	+4	bonus	if	he	has	more	than	2	legs.	
  	
  If	the	bull	rush	is	successful,	the	defender	is	sent	backwards	
  2	meters.	If	the	attacker	wants	to	follow	the	defender	and	keep	
  shoving,	 add	 	 meter	 to	 this	 distance	 for	 every	 3	 points	 the	
  strength	check	is	won	by.	If	the	movement	caused	by	the	bull	rush	
  sends	attacker	and/or	defender	through	someone’s	threatened	
  area,	they	may	make	an	attack	of	opportunity.
  	
  If	the	attacker	fails	to	win	the	strength	check,	he	bounces	2	
  meters	back.	
  	
  Using Two Weapons
   
  It is difficult to fight with two weapons, though some people 
  can	do	it	effectively.	A	character	trying	to	use	two	weapons	suffers	
  a	penalty	of	–6	with	his	main	weapon	and	–0	with	his	off-hand	
  weapon.	He	does	get	to	make	an	additional	attack	per	round	(with	
  the	off-hand	weapon).	This	attack	can	be	against	the	same	target	
  as	the	main	weapon,	or	a	different	one	so	long	as	it	is	within	reach	
  or range. A character can fight with a melee weapon in one hand 
  and a firearm in the other, two melee weapons or two firearms 
  provided	they	are	suitable.
  	
  The	two-weapon	penalty	can	be	reduced	four	ways:
  •	 A	light	weapon	like	a	handgun,	baton,	dagger,	or	Blade	can	be	
  used	in	the	off-hand,	no	matter	what	the	main	weapon	is.	If	this	
  is	the	case	then	the	penalty	is	–4	for	the	main	weapon	and	–8	
  for the off-hand one (but see below for firearms in melee).
  •	 A	character	with	the	Ambidexterity	feat	reduces	the	off-hand	
  penalty	by	4.
  •	 A	 character	 with	 the	 2-Weapon	 Fighting	 feat	 reduces	 both	
  penalties	by	2.
  •	 A	character	with	the	2-Gun	Kid	feat	can	engage	a	single	target	
  with	 both	 weapons	 without	 penalty	 (rolling	 to	 hit	 for	 each	
  weapon	separately),	or	can	engage	a	different	target	with	the	
  off-hand	weapon,	in	which	case	he	suffers	a	–2	penalty	with	
  that	weapon	only.	The	2-Gun	Kid	feat	does	not	help	a	character	
  fight with, say, sword and pistol.
  Using A Firearm In melee
  	
  A	handgun	can	be	used	to	shoot	in	melee	without	penalty,	
  and	can	give	the	user	an	attack	of	opportunity	when	used	against	
  a melee-weapon armed foe. Larger firearms such as shotguns 
  and	SMGs	suffer	a	–2	penalty	to	hit	in	close	combat	(other	than	
  when	 used	 for	 an	 attack	 opportunity	 on	 a	 foe	 who	 is	 closing).	
  Rifles and light machineguns suffer a –4 penalty. Weapons like 
  grenade	launchers	cannot	be	used	in	melee.
   
  A character whose rifle has a bayonet can make an attack 
  of opportunity with his rifle then use the bayonet for his normal 
  attack.	A	weapon	used	as	a	club	suffers	no	penalty,	of	course.	
  Handguns	 count	 as	 improvised	 weapons,	 larger	 weapons	 as	
  cudgels.
  One-Handed Rifle Use
   
  Rifles, shotguns, and SMGs can be fired one-handed. This 
  usually causes accuracy problems due to recoil and the difficulty 
  of	 manipulating	 a	 long,	 heavy	 weapon	 with	 one	 hand.	 SMGs,	
  including assault pistols firing on full-auto or burst, suffer a –2 
  penalty,	and	larger	weapons	suffer	a	–3	penalty.	Light	machineguns	
  and	heavier	weapons	cannot	be	used	one-handed.	
   
  A character who wants to use a rifle in each hand, or 
  something	similar,	can	do	so.	He	suffers	the	usual	–3	penalty	for	
  one-handed	longarm	use,	AND	the	penalty	for	using	2	weapons	
  (see	above).	Ambidexterity	and	2-Weapon	Fighting	feats	will	help	
  reduce	this	penalty.
  Shooting Into A melee
   
  Anyone using a projectile weapon against a target fighting 
  in	melee	runs	the	risk	of	hitting	the	wrong	target.	The	shooter	
  suffers a penalty of –4 to reflect the need for careful aim. This 
  applies	 to	 any	 target	 involved	 in	 a	 melee,	 unless	 the	 shooting	
  character	is	directly	involved	in	combat	with	the	target	(in	which	
  case,	technically	he	is	not	shooting	into	a	melee	but	shooting	in	
  melee!).
   
  Anyone firing a shotgun, an automatic weapon or an area-
  effect weapon like a flamethrower into melee is treated as making 
  a suppressive fire attack (see below). For this purpose, shotguns 
  are treated as a 3-round burst per shell fired (i.e., an assault 
  shotgun firing a 4-round burst is treated as 12 rounds of automatic 
  fire, which rounds to 10). 
  Burst Fire
   
  Weapons that fire a burst of 2, 3, 4, 10, 20, or 100 rounds 
  may	 improve	 the	 attacker’s	 odds	 of	 hitting	 a	 target	 or inflict 
  additional	damage.	The	attacker	must	decide	whether	to	spray	
  the target, increasing the chances of scoring a hit, or to fire a 
  precise, grouped burst in the hope of inflicting greater damage. 
  Either sort of burst fire is considered a standard action. Characters 
  with	more	than	one	attack	per	round	may	take	this	action	for	each	
  attack.	See	the	Damage	rules	for	more	information	on	applying	
  damage.
  TABlE: Burst Fire Effects
  Burst
  Attack
  Extra 
  Size
  Bonus
  Damage
  	round
  +0
  +0	damage
  3	round	burst
  +
  +	die	of	damage
  4	round	burst
  +2
  +2	dice	of	damage
  0	round	burst
  +3
  +3	dice	of	damage
  20	round	burst
  +5
  +5	dice	of	damage
  00	round	burst
  +0
  +0	dice	of	damage
  Suppressive Fire
   
  Any personal or support weapon with a rate of fire greater 
  than two may be used to produce covering and suppressive fire 
  in	an	attempt	to	get	hostiles	to	keep	their	heads	down.	This	is	
  considered	 a	 full	 round	 action.	 Anything	 moving	 or	 taking	 an	
  action	that	is	not	under	00%	cover,	is	within	a	5	block/hex	(7.5	
  
  95
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  COmBAT
  meters) arc of fire in front of the character’s weapon, and within 
  the first range increment of the weapon using suppressive fire, 
  may	be	hit.	Check	only	once	per	available	target,	up	to	a	number	
  of targets equal to one-half the normal rate of fire for the weapon 
  (round	up).	Roll	to	hit	normally	but	with	a	–4	penalty	due	to	the	
  inaccuracy of this type of fire. If anything is actually hit, use the 
  Suppressive	Fire	Damage	table	below.	See	the	Damage	rules	for	
  more	information	on	applying	damage.	
   
  When making a suppressive fire attack into a melee, which 
  targets	are	attacked	should	be	determined	at	random.	Roll	d20	
  per	melee	participant	who	is	eligible	to	be	attacked.	The	highest	
  score is attacked first, then the second, until no more attacks (or 
  targets)	are	available.	
  	
  Rate of Fire 10 or Greater: If the rate of fire of the weapon 
  is	0	or	greater,	targets	within	the	second	range	increment	of	the	
  weapon,	and	an	8	block/hex	arc	(2	meters)	may	also	be	hit.	Roll	
  to	hit	normally	but	at	a	–8	penalty.	If	anything	is	actually	hit,	use	
  the	Suppressive	Fire	Damage	table	below.
  	
  Anything	beyond	these	ranges	is	unlikely	to	be	hit,	but	if	you	
  do	want	to	check,	extend	the	possible	area	to	be	hit	out	to	the	
  range	of	the	weapon,	along	a	8	block/hex	wide	(2	meters)	path	
  from	the	attacker.	The	to	hit	roll	at	these	ranges	will	be	at	–0,	and	
  of course no more targets may be hit than rounds fired.
  	
  This	effect	lasts	until	the	character’s	next	round	action.
  TABlE: Suppressive Fire Effects
  RoF
  Extra Damage
  3-4	rounds
  none
  0	rounds
  +		die
  20	rounds
  +2	dice
  00	rounds
  +4	dice
  Called Shots
   
  As a full action, a shooter may attempt to shoot at a specific 
  item	or	location	on	a	target	such	as	its	head,	a	weapon	in	hand,	
  or	a	radio	pack	on	the	target’s	back.	If	the	attack	is	successful,	
  and	the	target	is	holding	the	object	that	was	shot,	the	target	must	
  make a Reflex save (DC25) to avoid dropping the item (unless 
  it	is	on	a	sling	or	otherwise	rigged	to	prevent	such	an	event,	or,	
  obviously, it is a body part), in addition to any damage inflicted on 
  the	target	item.	
  	
  The	attack	roll	is	made	normally	as	if	shooting	at	the	lifeform	
  in possession of the target, and applying the following modifier 
  based	on	the	size	of	the	target	in	question:
  TABlE: Called Shot modifiers
  Item Size
  Modifier
  Example
  Fine
  -2
  Ring	on	hand,	Button	on	jacket
  Diminutive
  -8
  Foot,	 Hand,	 Eye,	 Heart,	 Hand	
  Computer
  Tiny
  -6
  Head,	Leg,	Arm,	Hat	on	head
  Small
  -5
  Chest,	 Groin,	 Small	 Weapon,	
  Backpack
  Medium
  -4
  Medium	Weapon
  Large
  -2
  Large	Weapon
  Huge
  -
  Attack To Disarm
  	
  Projectile	weapon	users	may	declare	a	called	shot	to	attempt	
  to	shoot	the	weapon	out	of	a	foe’s	hand.	Combatants	making	a	
  melee	attack	may	attempt	to	disarm	in	one	of	two	ways.	They	
  may	grapple	and	try	to	wrest	the	weapon	away	(see	the	grappling	
  rules,	below),	or	may	simply	attack	it	and	hope	to	knock	it	away.
  	
  An	attack	to	disarm	in	melee	provokes	an	attack	of	opportunity.	
  If	the	attacker	survives,	both	combatants	make	an	opposed	attack	
  roll.	If	the	attacker	wins	this	contest,	the	defender	loses	his	grip	
  on	the	weapon.	If	the	defender	wins,	nothing	happens.	
   
  The opposed roll to disarm is subject to certain modifiers:
  •	
  For	every	size	class	larger	than	the	opponent’s	weapon,	+4
  •	
  For	a	2-handed	weapon,	+4
  •	
  For	 a	 weapon	 designed	 or	 well	 suited	 for	 entangling	 or	
  disarming	(examples	include	sai,	nunchaku,	certain	left-hand	
  fencing	daggers,	and	possibly	whips),	+4
  grapple
  	
  The	 d20	 Players’	 Handbook	 includes	 a	 simple	 system	 for	
  grappling	 in	 melee,	 which	 can	 be	 used	 if	 the	 Referee	 wishes.	
  These	rules	allow	a	greater	range	of	options	in	addition	to	more	
  realistic fights.
  	
  See	 the	 Grappling	 and	 Close	 Combat	 rules	 (below)	 for	
  details.	
  gRApplIng AnD ClOSE COmBAT
  	
  The	most	important	thing	about	grappling	and	close	combat	
  is	 that	 unlike	 melee,	 where	 characters	 may	 hit	 each	 other,	
  miss	each	other	or	have	one	hit	and	one	miss,	in	close	combat	
  opposed checks are used. This means that whichever fighter 
  wins the check each round inflicts a result on the other with no 
  return	attack.	Grappling	is	thus	rather	all-or-nothing.	Either	you	
  win	or	you	lose;	there	is	little	chance	of	a	grapple	going	on	for	a	
  while	with	no	result.
  	
  Normally,	 a	 character	 initiating	 a	 grapple	 is	 subject	 to	 an	
  attack	of	opportunity,	even	if	his	opponent	is	unarmed.	Certain	
  feats	 (such	 as	 Shoot	Attack)	 prevent	 an	 attack	 of	 opportunity.	
  Once a grapple is initiated, the fight remains at grappling (or 
  Close	Quarters)	range	until	one	or	both	grapplers	successfully	
  break	away.	No	further	attacks	of	opportunity	are	provoked,	even	
  if	one	combatant	is	armed.	
   
  It is difficult to use most weapons at close quarters. Thus, 
  once	 a	 grapple	 has	 begun,	 anyone	 trying	 to	 employ	 a	 hand	
  weapon (including a firearm) suffers a –4 penalty to hit in addition 
  to any penalty for firearms in melee. Certain weapons are not 
  subject to this penalty. These include fists and weapons that 
  approximate fists (claws, knees, brass knuckles, punch-daggers 
  etc)	and	small	(usually	sharp)	implements	like	knives	and	spikes.	
  Some	improvised	weapons,	for	example	bottles,	rocks,	and	so	on	
  that can be held in a fist, can also be used with no extra penalty. 
  	
  Characters	with	the	Close	Quarters	Weapons	feat	can	use	
  all	 such	 small	 weapons,	 plus	 light	 batons,	 Nunchaku	 etc,	 in	
  close	combat	without	penalty.	The	penalty	for	using	a	non-close-
  quarters	weapon	is	reduced	to	–2	for	characters	with	this	feat,	as	
  they	are	adept	at	sneaky	angulated	attacks,	clubbing	with	sword	
  hilts, and other “dirty fighting” tactics.
  Initiating Close Combat
  	
  A	character	wishing	to	initiate	close	combat	simply	declares	
  this	 as	 his	 combat	 action.	 If	 the	 character	 is	 already	 in	 melee	
  with	his	intended	target	he	may	do	this	as	a	Full	Attack	and	may	
  make	multiple	attempts	to	initiate.	If	he	must	move,	the	attempt	
  is	considered	a	normal	Attack;	the	character	may	rush	forward	
  up	to	his	full	move	to	enter	close	combat	but	can	make	only	one	
  attempt.
  	
  Closing	in	like	this	provokes	an	attack	of	opportunity.	
  	
  If	 the	 character	 survives,	 he	 may	 attempt	 to	 initiate	 close	
  combat	(normally	by	grabbing	his	opponent).	The	character	must	
  succeed	in	a	“touch”	attack	to	initiate	close	combat,	i.e.	he	rolls	
  to	hit	but	does	no	damage	if	he	is	successful.	The	defender	gets	
  no benefit from his armor against a “touch” attack, but gains all 
  
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  COmBAT
  other defensive modifiers. Note that the defender does not suffer 
  a	penalty	if	he	does	not	possess	the	Grapple	Defense	feat	–	this	
  is	a	move-in,	not	a	grapple.	If	the	“touch”	succeeds,	the	character	
  has	got	close	and	has	a	chance	to	do	what	he	wants.	From	this	
  point	on,	the	combatants	are	in	close	combat,	and	penalties	for	
  certain	weapons	apply.
  	
  Note	that	once	close	combat	has	been	initiated,	characters	
  with	 multiple	 attacks	 can	 still	 only	 make	 one	 grappling	 action	
  against	any	given	foe,	but	might	(under	desperate	conditions)	use	
  their	multiple	options	to	grapple	several	people	at	once.	In	this	
  case,	he	makes	an	opposed	grapple	check	individually	against	
  everyone he is trying to fight, at a penalty of –2 per opponent 
  after the first. Those he beats fail to perform their actions and 
  suffer	the	consequences	of	the	grappler’s	actions	unless	he	is	
  prevented	from	acting	by	the	actions	of	someone	he	fails	to	beat	
  in	the	opposed	check.	In	this	case,	those	he	beats	are	still	fended	
  off	–	they	cannot	do	anything	to	the	lone	grappler	that	round.
  	
  Options in Close Combat
  	
  Anyone	in	close	combat	has	certain	basic	options:
  •	
  Grapple
  •	
  Defend
  •	
  Strike	(armed	or	unarmed)
  •	
  Break	Off
  	
  Once	 a	 grapple	 is	 underway	 (i.e.	 in	 subsequent	 rounds),	
  more	options	become	available:
  •	
  Bear	Down
  •	
  Pin	or	Hold
  •	
  Escape
  	
  Characters	 possessing	 the	 Grappler	 feat	 have	 additional	
  options	available:
  •	
  Takedown
  •	
  Throw
  •	
  Ground	&	Pound	
  •	
  Lock
  •	
  Choke
  •	
  Disarm
  	
  Law	Enforcers	may	also	attempt	to	use	Control	&	Restraint	
  in	close	combat,	with	no	penalty.
  Grapple Checks:	 At	 close	 quarters,	 the	 best	 that	 untrained	
  fighters can do is to wrestle and drag one another about, trying to 
  immobilize	the	opponent	or	pin	him.	Strength	and	size	are	what	
  matter here, rather than finesse. When using any of the basic 
  options,	 an	 opposed	 grapple	 check	 is	 needed.	 A	 character’s	
  grapple	check	bonus	is	determined	by:
  •	
  Base	Attack	Bonus
  •	
  Strength Modifier
  •	
  Special Size Modifier
   
  The Special Size Modifier is +4 for every size class larger 
  than	the	opponent,	and	–4	for	every	size	class	smaller.	In	most	
  situations	(e.g.	a	Vargr	wrestling	with	an	Aslan)	it	will	be	zero.	
  	
  The	winner	of	an	opposed	grapple	check	gets	to	carry	out	his	
  chosen	action.	The	results	of	these	actions	will	be:
  	
  Grapple: The	opponent	is	upright	but	held,	or	both	combatants	
  are	staggering	around	in	a	clinch.	The	loser	is	not	helpless,	but	
  cannot	get	clear	of	the	close	combat,	and	is	an	easy	target	for	
  others.	Once	a	character	has	managed	to	initiate	a	grapple	in	
  this	manner,	he	may	now	attempt	to	do	other	things.	This	option	
  is	mainly	useful	to	untrained	combatants	because	it	allows	them	
  to	immobilize	a	foe’s	weapon	arm	while	someone	else	clobbers	
  them.	For	those	with	the	training,	a	grapple	can	lead	to	interesting	
  places.	
  	
  Defend: A	character	may	elect	to	just	try	to	keep	his	opponent	
  from	getting	a	decent	hold	on	him,	trying	to	avoid	being	restrained,	
  locked or thrown. A fighter who picks this option has a bonus of 
  +3	to	his	Grapple	check,	but	if	he	is	successful	all	that	happens	
  is	that	he	has	fended	his	opponent	off;	he	has	survived	this	round	
  but	is	still	in	close	combat.	If	all	participants	pick	this	option,	the	
  grapple breaks up and the fight returns to a normal melee.
  	
  Strike: The	character	manages	to	land	a	few	blows,	doing	
  normal	unarmed	combat	damage.	If	he	wishes	to	do	Lifeblood	
  damage	instead	of	Stamina	damage,	he	must	declare	this	before	
  making	the	grapple	check,	and	accept	an	additional	–4	penalty	to	
  his	grapple	check.	If	the	character	is	using	a	weapon,	he	suffers	a	
  –4	penalty	due	to	the	awkwardness	of	the	circumstances.	Certain	
  feats	reduce	this	penalty.	
  	
  In	the	case	where	a	character	has	pinned	his	opponent	on	
  the	ground,	he	may	declare	that	he	is	striking	next	round.	The	
  defender	automatically	escapes	the	pin	next	round,	but	can	do	
  nothing	else.	The	attacker	gains	a	+4	bonus	to	hit	as	he	releases	
  the	pin	and	starts	punching.	
  	
  Break Off: A	character	who	does	not	want	to	be	involved	in	
  a	close	combat	can	try	to	break	off	and	get	back	to	Melee	range.	
  He	suffers	a	–2	penalty	to	his	grapple	check,	and	if	successful	
  has	managed	to	fend	off	the	opponent.	The	characters	are	now	
  at	melee	range	once	more,	and	any	new	grapple	attempt	incurs	
  an	attack	of	opportunity.	
   
  Bear Down: In	any	round	after	a	Grapple	has	been	begun	
  (by	 either	 combatant),	 a	 character	 can	 try	 to	 use	 brute	 force	
  to	drag	his	opponent	to	the	ground.	The	downside	is	that	both	
  grapplers go to the floor, which can make the attacker vulnerable 
  to	any	friends	his	victim	may	have.	An	opposed	check	is	made,	
  with	the	attacker’s	Strength	bonus	used	against	the	defender’s	
  Strength	or	Dexterity	bonus	(whichever	he	chooses).	The	winner	
  of	last	round’s	grapple	check	gets	an	additional	+3	to	this	check.	
  If successful, both combatants go to the floor with the winner on 
  top,	in	a	prime	position	to	do	more	damage.	
  	
  Pin/Hold: Once the grapplers have gone to the floor, a pin 
  can	 be	 attempted.	This	 requires	 an	 opposed	 grapple	 check.	 If	
  one	of	the	combatants	successfully	used	a	Bear	Down	maneuver	
  last	round,	he	gains	a	+2	bonus	to	pin	his	opponent.	A	pinned	
  opponent	is	not	entirely	helpless,	but	is	very	easy	for	others	to	hit,	
  and	must	escape	the	pin	before	being	able	to	do	anything	else.	
  Thus	his	only	option	next	round	is	to	try	to	Escape.
  	
  Escape: This	is	only	an	option	if	a	character	is	being	pinned,	
  choked	 or	 locked.	 If	 successful,	 the	 character	 is	 free	 and	 can	
  act	normally	next	round.	Escaping	a	pin	or	hold	requires	that	the	
  character	win	an	opposed	grapple	check,	with	a	penalty	of	–2	to	
  his	check.	(Note:	There	is	an	additional	penalty	if	the	combatant	
  using	the	pin	has	the	Grappler	feat).	If	the	attacker	releases	the	pin	
  (for	example	to	strike,	as	above)	then	the	defender	automatically	
  escapes,	but	the	attacker	gets	a	bonus	to	hit	him	as	he	does	so.	
  	
  Takedown: This	option	is	only	available	to	characters	with	
  the	Grappler	feat.	A	character	can	attempt	to	go	straight	in	for	a	
  takedown without having to grapple for a round first. This provokes 
  an	attack	of	opportunity	and	requires	an	opposed	grapple	check,	
  but	unless	the	defender	has	the	Grapple	Defense	feat,	he	suffers	
  a	penalty	of	–4	to	resist	the	clinical	technique	of	the	expert.	
   
  If a takedown is successful, both characters go to the floor, 
  taking	 no	 damage,	 and	 the	 attacker	 gains	 a	 +3	 bonus	 to	 his	
  grapple	check	next	round.	
  	
  Throw: This	option	is	only	available	to	characters	with	the	
  Grappler	feat.	A	throw	is	an	attempt	to	get	an	opponent	on	the	
  ground,	damaging	him	in	the	process.	Throws	can	normally	only	
  be	used	once	a	grapple	has	been	initiated,	i.e.	the	character	must	
  have	been	involved	in	a	grapple	the	previous	round.	A	throw	does	
  not	 provoke	 an	 attack	 of	 opportunity	 since	 the	 characters	 are	
  already	in	close	combat.	To	throw	an	opponent,	a	character	must	
  
  97
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  COmBAT
  win	an	opposed	grapple	check.	Note	that	a	character	without	the	
  Grapple	Defense	feat	suffers	a	–4	penalty	in	this	check	as	he	
  does	not	know	how	to	prevent	himself	from	being	thrown.	
  	
  If	the	throw	is	successful,	the	defender	takes	d4	Lifeblood	
  damage (a DC15 Reflex save allows the character to take this 
  as	 Stamina	 damage	 instead)	 and	 is	 now	 on	 the	 ground.	 The	
  character	who	performed	the	throw	remains	upright.
  	
  Throws	can	also	be	used	as	an	attack	of	opportunity	against	
  an	opponent	who	makes	a	Charge	or	Bull	Rush	attack.	To	do	
  this,	an	opposed	check	is	made:	the	defender’s	grapple	check	
  vs.	the	attacker’s	attack.	If	the	defender	wins,	the	bull	rush	or	
  charge	does	not	reach	him.	He	sidesteps	and	sends	the	attacker	
  spinning	 away.	 The	 attacker	 takes	 d6	 Lifeblood	 damage	 (A	
  Reflex save at DC 15 allows this to be taken as Stamina instead, 
  as	above).	Making	an	attack	of	opportunity	in	this	way	is	tricky	and	
  dangerous,	so	the	character	suffers	a	–4	penalty	to	his	grapple	
  check.	
  	
  Lock: This	 option	 is	 only	 available	 to	 characters	 with	 the	
  Grappler	 feat.	 Joint	 locks	 can	 be	 applied	 while	 in	 a	 standing	
  grapple	or	as	a	more	technical	version	of	a	pin.	To	obtain	a	good	
  armlock	etc,	the	character	must	win	an	opposed	grapple	check.	
  This is more difficult when the grapplers are upright, so the check 
  is	subject	to	a	–4	penalty.	A	character	who	does	not	have	the	
  Grapple	Defense	feat	suffers	no	penalty	to	defend	against	the	
  initial	lock,	but	has	a	–4	penalty	to	escape	from	it	once	it	is	“on.”
  	
  A	 character	 who	 obtains	 a	 good	 joint	 lock	 may	 choose	
  to	 control	 or	 hurt	 the	 victim.	 If	 he	 chooses	 control,	 the	 effects	
  are	exactly	as	if	he	were	pinned;	the	locked	combatant	can	do	
  nothing	in	subsequent	rounds	except	try	to	escape.	If	he	wishes,	
  the character may inflict pain with the lock. The defender is still 
  pinned	(or	held	immobile	if	upright)	and	also	suffers	d4	Stamina	
  damage	per	round.	Armor	does	not	protect	against	this	damage.	
  In	 either	 case,	 a	 defender	 without	 the	 Grapple	 Defense	 feat	
  suffers	the	usual	–4	penalty	to	escape.	
   
  Choke: This	 option	 is	 only	 available	 to	 characters	 with	
  the	Grappler	feat.	Anyone	can	try	to	squeeze	their	opponent’s	
  windpipe	 to	 strangle	 them,	 but	 this	 kind	 of	 untrained	 choke	 is	
  treated as a strike to inflict Stamina damage since it is more than 
  a little random and unscientific. Characters with the Grappler feat 
  can attempt to scientifically choke their opponent to death. This 
  is	 possible	 whether	 the	 character	 is	 upright	 or	 on	 the	 ground,	
  though	it	is	harder	to	get	a	choke	on	an	upright	victim,	so	this	is	
  subject	to	an	additional	–2	penalty.
  	
  To	get	a	choke	on	an	opponent,	the	character	must	succeed	
  in	 an	 opposed	 grapple	 roll	 at	 a	 penalty	 of	 –2	 (plus	 the	 above	
  penalty	if	upright).	The	defender	does	not	suffer	any	penalty	to	
  fend off the initial choke. In the first and subsequent rounds, the 
  defender	 suffers	 d4	 lifeblood	 damage	 from	 the	 choke.	 If	 this	
  takes	him	to	zero	Lifeblood,	he	falls	unconscious	but	suffers	no	
  further	damage	if	the	choke	is	released.	If	it	is	kept	on,	he	will	die	
  when	his	Lifeblood	reaches	–0.	
  	
  Once	a	character	is	being	choked,	he	has	only	two	options:	
  Escape	(at	the	usual	–4	penalty	if	he	does	not	have	the	Grapple	
  Defense	feat)	or	to	disable	the	character	choking	him.	The	choke	
  automatically	remains	“on”	unless	the	attacker	releases	it	or	the	
  defender	escapes.	Being	choked	does	not	prevent	a	character	
  from	attempting	to	use	his	own	grappling	skills	to	throw,	strike,	or	
  use	a	weapon.		
   
  Ground & Pound: This	option	is	only	available	to	characters	
  with	the	Grappler	feat.	Once	an	opponent	is	on	the	ground	(say	
  after	a	takedown	or	throw),	a	character	may	decide	to	sit	on	him	
  and	hit	him.	There	is	some	technique	involved,	since	the	opponent	
  must	be	pinned	with	body	weight	leaving	at	least	one	limb	free	to	
  strike	with.	To	initiate	a	ground	&	pound,	the	character	must	win	
  an	 opposed	 grapple	 check	 (he	 may	 have	 a	 bonus	 as	 a	 result	
  of his takedown). In the first and subsequent rounds, he then 
  delivers	his	normal	unarmed	damage	automatically,	or	may	make	
  an	attack	roll	without	penalties	to	deliver	Lifeblood	damage.	
  	
  Once	 a	 character	 is	 on	 the	 bottom	 in	 a	 ground	 &	 pound,	
  he	can	only	strike	or	try	to	escape.	If	he	elects	to	try	to	punch	
  upwards at his assailant, all attacks (other than with firearms) 
  do	half	damage.	If	he	elects	to	escape,	he	suffers	the	usual	–4	
  penalty	if	he	does	not	have	the	Grapple	Defense	feat.
  	
  Disarm: This	 option	 is	 only	 available	 to	 characters	 with	
  the	 Grappler	 feat.	 A	 trained	 grappler	 can	 attempt	 to	 disarm	
  an opponent in a more scientific manner than just bashing his 
  weapon.	A	disarm	attempt	provokes	an	attack	of	opportunity.	To	
  succeed,	the	character	must	win	an	opposed	grapple	check	at	a	
  penalty	of	-4.	If	he	does	so,	he	now	has	the	opponent’s	weapon.	
  Obviously,	 some	 things	 (like	 an	 Aslan’s	 dewclaw)	 cannot	 be	
  disarmed	in	this	manner.	
  Joining a grapple, or ganging Up
  	
  If	 a	 character	 wishes	 to	 grapple	 someone	 who	 is	 already	
  involved	 in	 close	 combat,	 his	 “touch	 attack”	 automatically	
  succeeds.	He	must	still	win	an	opposed	grapple	check	to	carry	
  out	his	chosen	action.	If	a	character	is	pinned,	choked,	or	locked,	
  his	friends	can	break	the	hold	(and	allow	him	to	escape)	if	they	
  succeed	in	an	opposed	grapple	check	with	the	opponent.	Such	
  checks	are	not	subject	to	the	usual	penalty	for	lacking	the	Grapple	
  Defense	feat.
  	
  A	character	trying	to	grapple	several	people	at	once	can	do	
  so if he has sufficient attacks (and can defend against any number 
  of	people).	It	is	possible	that	a	character	with	multiple	attacks	may	
  be	able	to	pin	two	opponents	while	choking	another.	
  	
  A	 character	 wishing	 to	 escape	 or	 break	 off	 from	 multiple	
  grapplers	must	beat	them	all	with	a	single	grapple	check.	If	he	
  beats	some	and	not	others,	then	he	is	still	in	close	combat	but	
  gets	out	of	whichever	chokes,	pins,	etc.	he	managed	to	beat.
  Attacking grapplers
  	
  Characters	involved	in	close	combat	are	vulnerable	to	outside	
  attack.	 They	 lose	 their	 Dexterity	 bonus	 to	AC	 and	 in	 addition,	
  attackers	may	get	bonuses	for	attacking	from	behind	or	hitting	
  a	downed	opponent.	Shooting	into	close	combat	is	fraught	with	
  risk.	Treat	it	like	shooting	into	a	melee,	but	the	penalty	is	–8,	not	
  –4.
  Other Close-Combat notes
  	
  Characters	involved	in	close	combat	do	not	exert	a	threat	
  zone	around	them,	and	thus	cannot	make	an	attack	of	opportunity	
  against	 enemies	 passing	 by.	 However,	 characters	 with	 the	
  Weapon Proficiency (Grappler) feat are permitted to make attacks 
  of	opportunity	against	enemies	moving	in	to	join	the	grapple.
  	
  Note	that	what	a	character	did	last	round	may	give	bonuses	
  this	round,	or	make	certain	options	available.
  ClOSE COmBAT SUmmARy
  	
  Unlike	a	normal	melee,	where	characters	are	free	to	choose	
  their	 action	 each	 round,	 some	 close-quarters	 options	 require	
  that	the	character	has	already	completed	a	different	action	the	
  previous	 round.	 A	 skilled	 grappler	 can	 reach	 a	 situation	 in	 a	
  couple	of	rounds	where	his	foe’s	fate	is	sealed…	or	get	turned	to	
  mush	trying	it.	This	makes	close	combat	a	risky	business.
  	
  The	options	available	in	close	combat	are:
  In Melee:
  •	
  Initiate	close	combat
  •	
  Takedown	(Grappler	feat	only)
  •	
  Disarm	(Grappler	feat	only)
  
  98
  9
  COmBAT
  In Close Combat:
  •	
  Grapple
  •	
  Defend
  •	
  Strike
  •	
  Break	Off
  •	
  Bear	Down
  •	
  Lock	or	Choke	(Grappler	feat	only)
  •	
  Throw	(Grappler	feat	only)
  •	
  Disarm	(Grappler	feat	only)
  On the Ground:
  •	
  Pin
  •	
  Strike
  •	
  Lock	or	Choke	(Grappler	feat	only)
  •	
  Ground	&	Pound
  •	
  Disarm	(Grappler	feat	only)
  While Being Choked, Locked or Ground & Pounded:
  •	
  Escape
  •	
  Strike
   
  ATTACKIng VEHIClE OCCUpAnTS 
  	
  It	is	possible	to	attempt	to	attack	someone	riding	within	an	
  open-topped	vehicle,	or	riding	on	the	outside	of	a	vehicle	(in	a	
  saddle	mount	for	example).	Operators	and	passengers	within	an	
  enclosed	vehicle	may	not	be	attacked	directly	(except	perhaps	
  with	a	Called	Shot	action).
  	
  When	attacking	someone	within	an	open-topped	vehicle,	the	
  target	is	assumed	to	be	under	partial	hard	cover	(the	vehicle).	
  This	is	usually	about	50%	cover	unless	the	target	is	standing	in	
  which	case	the	cover	would	be	about	25%.	
  	
  When	riding	on	the	outside	of	a	vehicle,	a	target	does	not	
  enjoy	any	cover	and	may	be	attacked	normally.	The	shooter	must	
  specify	whether	he	is	attempting	to	hit	the	vehicle	or	a	rider	on	the	
  vehicle.
  ATTACKIng OBJECTS
  	
  Bashing	 through	 doors,	 shooting	 holes	 in	 walls,	 and	
  attempting	 to	 break	 stuff	 with	 hand	 weapons	 are	 all	 examples	
  of attacking objects. It is not difficult to hit an object under most 
  circumstances, but in the heat of a fluid combat a character may 
  be	required	to	make	a	hit	roll	as	if	the	object	had	an	AC	of	0,	
  modified for its size. 
  	
  Penetrate:	If	any	damage	remains	after	applying	the	effects	
  of	the	Armor	Rating	of	the	material/object,	the	attack/explosive	has	
  penetrated	the	material/object,	breaking	any	sealed	environmental	
  integrity	 (possibly	 causing	 explosive	 decompression),	 and	 the	
  remaining	damage	is	applied	against	any	item(s)	beyond/within.
  	
  Breach:	 To	 breach	 a	 material/object,	 a	 cumulative	 total	
  of 35 points of SI damage per Armor Rating must be inflicted. 
  A	breach	creates	a	hole	about		meter	in	diameter	and	breaks	
  any	 sealed	 environmental	 integrity	 (possibly	 causing	 explosive	
  decompression).	 If	 any	 damage	 remains,	 it	 is	 applied	 against	
  anything	 beyond/within	 the	 breached	 area.	 Moving	 through	 a	
  breach	hole	is	treated	as	if	moving	through	an	open	hatchway	(a	
  move	action).
  	
  Destroying an Item:	The	penetration	and	breach	rules	are	
  used when attempting to inflict damage on an object encased 
  within	(such	as	in	a	metal	box)	or	just	beyond	a	covering	object	
  (perhaps	behind	a	starship	bulkhead)	made	of	the	given	material.	
  If	the	attack	is	intended	to	simply	destroy	an	object	made	of	a	
  given material, for example crushing a metal box, it must inflict an 
  amount	of	damage	equal	to	the	Structural	Integrity	rating	of	the	
  object itself (usually based on size if not otherwise specified).
  TABlE: Substance Armor Rating and Thickness
  Substance
  TL
  Base 
  AR
  Max 
  AR
  Thickness
  Paper
  
  0
  3
  up	to	40mm	+	AR	per	+20mm	
  thickness	(22cm)
  Rope
  0
  
  5
  up	to	60mm	+	AR	per	+30mm	
  thickness	(33cm)
  Synthetic	
  Fibers
  7
  
  0
  up	to	5mm	+	AR	per	+5mm	
  thickness	(5cm)
  Glass
  
  0
  8
  up	 to	 5mm	 +	 AR	 per	 +5mm	
  thickness	(5cm)
  Ice
  0
  
  2
  up	to	80mm	+	AR	per	+40mm	
  thickness	(44cm)
  Wood
  0
  2
  6
  up	to	50mm	+	AR	per	+50mm	
  thickness	(50cm	or	5’)
  Brick,	Rock,	
  Concrete
  0
  4
  25
  up	to	20mm	+	AR	per	+20mm	
  thickness	(20cm	or	4’)
  Reinforced	
  Concrete
  5
  5
  25
  up	to	90mm	+	AR	per	+90mm	
  thickness	(90cm	or	3’)
  Iron
  
  4
  0
  up	to	60mm	+	AR	per	+60mm	
  thickness	(60cm	or	2’)
  Steel
  5
  6
  5
  up	to	30mm	+	AR	per	+30mm	
  thickness	(30cm	or	’)
  Aluminum
  6
  3
  5
  up	to	45mm	+	AR	per	+45mm	
  thickness	(45cm	or	.5’)
  Hard	Steel
  6
  7
  20
  up	to	5mm	+	AR	per	+30mm	
  thickness	(5cm	or	6”)
  Composites
  8
  8
  25
  up	to	0mm	+	AR	per	+20mm	
  thickness	(0cm	or	4”)
  Industrial	
  Ceramics
  9
  8
  25
  up	 to	 5mm	 +	AR	 per	 +0mm	
  thickness	(5cm	or	2”)
  TL: The technological level at which this substance first 
  becomes	generally	available.
  Base AR:	 The	 base	 AR	 of	 an	 object	 up	 to	 the	 given	
  thickness.
  Maximum AR:	 The	 maximum	 possible	 AR	 of	 an	 object	
  regardless	 of	 its	 thickness.	 Materials	 capable	 of	 ARs	 of	
  +	are	suitable	for	use	as	chassis	and	armor	for	vehicles.	
  Materials	capable	of	ARs	of	5+	are	suitable	for	use	as	small	
  craft	and	starship	hull	and	armor.
  Thickness:	The	AR	rating	of	an	object	that	is	not	technically	
  “armored”	is	based	on	the	type	of	substance	it	is	made	of	
  and	how	thick	the	substance	is.	The	thicker	a	substance	is	
  the	higher	its	overall	AR	will	be.	Obviously	it	takes	a	much	
  greater	thickness	of	timber	than	steel	to	stop	a	bullet.
  Vehicles: For Vehicle Armor, figure thickness in centimeters 
  rather	than	millimeters;	maximum	AR	is	equal	to	the	vehicle	
  TL.
  Ships: For Smallcraft and Starship Armor, figure thickness in 
  0s	of	centimeters	rather	than	centimeters;	maximum	AR	is	
  equal	to	the	TL	of	the	vessel.
  	
  
  99
  9
  COmBAT
  TABlE: Object Armor Rating and Structural Integrity
  Item
  AR
  SI
  Rope
  0
  
  Synthetic	Rope
  0
  
  Light	Fixture
  0
  2
  Simple	Wooden	Door
  0
  2
  Small	Wood	Crate
  0
  4
  Metal	Storage	Barrel
  
  6
  Heavy	Wooden	Door
  2
  7
  Fireproof	Box
  2
  4
  Metal	Door
  5
  0
  Brick,	Rock,	or	Concrete	Wall	(30cm	thick)
  3
  7
  Reinforced	Concrete	Wall	(	meter	thick)
  9
  50
  Steel	Chain
  5
  2
  Handcuffs
  5
  
  Interior	Wooden	Wall
  0
  2
  Interior	Metal	(Hard	Steel)	Wall
  5
  8
  Bulkhead
  0
  50
  mUnITIOnS
  	
  The	use	of	special	munitions	can	have	considerable	effects	
  in	combat.
  High Explosive Rounds
  	
  Due	to	their	nature,	high	explosive	rounds	do	one	(or	more)	
  extra	die	of	damage	in	addition	to	the	weapon’s	normally	listed	
  damage. HE rounds are available for most rifle weapons, but not 
  gauss	weapons.
  Armor piercing Rounds
  	
  Armor	piercing	rounds	are	valuable	when	attacking	armored	
  targets.	 For	 each	 Armor	 Piercing	 (AP)	 bonus	 of	 the	 round,	
  subtract	–	from	the	Armor	Rating	(AR)	of	the	target.	At	no	time,	
  however,	 may	 the	 total	 AR	 penalty	 exceed	 the	 actual	 armor	
  rating of the target. Any weapon capable of firing projectiles 
  may	use	Armor	Piercing	ammunition.	The	Armor	Piercing	bonus	
  of	a	round	may	never	exceed	half	the	technological	level	of	its	
  manufacture,	 rounded	 down.	 For	 example,	 an	 armor	 piercing	
  round	manufactured	on	a	TL9	world	could	have	a	maximum	AP	
  bonus	of	+4.
  	
  Multiply	the	cost	of	a	normal	round	by	x0	to	determine	the	
  cost	of	a	version	of	the	round	with	an	AP	rating	of	+.	For	higher	
  AP	bonus,	multiply	the	base	cost	of	a	+	AP	round	by	the	total	
  bonus	of	the	round.	For	example	a	round	that	would	normal	cost	
  Cr	with	no	AP	bonus	would	increase	to	Cr0	per	round	for	a	+	
  AP	bonus	round,	and	to	Cr70	for	a	+7	AP	bonus	round.	
  	
  The	availability	of	AP	rounds	in	general	will	vary	from	world	
  to	world,	depending	on	the	local	law	level.	The	more	powerful	AP	
  rounds	will	usually	not	be	available	to	the	public	at	all,	instead	
  being	reserved	for	use	by	the	local	military.	Exactly	what	sort	of	
  AP	ammunition	is	publicly	available	depends	upon	the	local	Law	
  Level.
  	
  AP	 rounds	 are	 available	 for	 all	 projectile	 weapons	 except	
  accelerator rifles. They are useless in snub weapons so HEAP 
  is	used	instead	to	give	a	similar	result.	The	maximum	AP	value	
  possible	 for	 a	 given	 round	 is	 determined	 by	 the	 ammunition’s	
  TL.
  Flame Weapons
  	
  Flame	weapons	are	deadly	but	not	very	accurate.	They	are	
  primarily	useful	for	hosing	an	area	and	attacking	anyone	within	
  it. A single shot from a flame weapon of any type is in fact a fiery 
  burst of 1-3 seconds duration. Attacks with flame weapons are 
  conducted	as	discussed	in	the	Weapons	chapter.	Combat	armor	
  and	similarly	sealed	armor	is	the	only	kind	that	is	effective	against	
  flame weaponry. A character struck by a flame weapon will burn 
  for	several	rounds,	taking	gradually	less	damage,	and	may	cause	
  secondary fires. Immersion in water does not extinguish flamer 
  fuel.	
  	
  Area Effect Weapons 
  	
  Mortars,	artillery,	grenades,	and	similar	weapons	are	area	
  effect	 weapons.	They	 each	 have	 a	 listed	 area	 of	 effect	 (AoE).	
  Anything	within	this	radius	when	the	weapon	hits	may	make	a	
  Reflex or Agility save (DC15) to take only 1/2 the rolled damage. 
  Anyone	or	anything	failing	its	save	will	take	the	full	damage	from	
  the	weapon	(unless	reduced	by	armor).	
  	
  Anything	within	twice	the	listed	area	of	effect	for	the	weapon,	
  but outside the listed area of effect, may make a Reflex or Agility 
  save	 (DC	 5)	 to	 avoid	 taking	 any	 damage	 at	 all.	 Anyone	 or	
  anything	failing	its	save	will	take	/2	damage	from	the	weapon	
  (unless	reduced	by	armor).
  	
  The	 saving	 throws	 need	 only	 be	 made	 once	 for	 a	 given	
  attack;	apply	the	result	to	both	Stamina	damage	and	Lifeblood	or	
  Structural	Integrity	damage.
  	
  Ship’s Weapons:	The	weapon	systems	installed	on	small	
  craft	and	starships	are	much	more	powerful	than	their	vehicle	and	
  personal	counterparts.	When	a	ship’s	weapon	is	used	in	combat	
  against	anything	other	than	another	starship	or	small	craft,	the	
  weapon	has	an	area	effect	based	on	the	type	of	weapon	it	is:
  TABlE: Ship’s Weapons Area Effect
  Weapon System
  Area of Effect (AoE)
  Lasers
  5	meters	per	USP	rating
  Missiles	and	Energy	Weapons
  0	meters	per	USP	rating
  Meson	Guns
  0	meters	per	USP	rating
  Nuclear	Missiles
  00	meters	per	USP	rating
  Particle	Accelerators
  	meter	per	USP	rating
  USP	 Ratings	 are	 explained	 in	 the	 Starships	 section	 of	 these	
  rules.
  poisoned weapons
  	
  The	 use	 of	 poisons,	 whether	 as	 gas	 or	 on	 a	 weapon,	 is	
  forbidden	in	most	areas	and	carries	severe	penalties.	However,	
  some	individuals	such	as	assassins	make	use	of	poisoned	bullets	
  or	blades	from	time	to	time.	A	poison	suitable	for	coating	a	blade	
  weapon	(i.e.	viscous	enough	to	stay	on	the	weapon	in	combat)	is	
  quite difficult to make and therefore expensive. The people who 
  deal	in	such	weapons	can	name	their	price;	a	minimum	would	be	
  Cr250 for a dose sufficient to coat a blade weapon and Cr100 
  per	 bullet	 for	 a	 moderate	 venom	 type	 poison.	 Nerve	 poisons	
  command	at	least	twice	the	price.
  	
  Such	a	poison	must	be	applied	shortly	before	use.	Bullets	or	
  needles	 containing	 nerve	 poisons	 or	 venom	 could	 conceivably	
  be	constructed.	Poisoned	blades	or	projectiles	would	introduce	
  the toxin directly into the target’s bloodstream upon inflicting any 
  Lifeblood	damage.
  	
  The	effects	of	such	a	poisoned	weapon	would	depend	upon	
  the	 characteristics	 of	 the	 poison;	 see	 the	 Poisons	 and	 Toxins	
  section	under	Other	Hazards	in	chapter	8:	Adventuring.
  	
  Note	that	anyone	caught	with	a	poisoned	weapon	is	likely	to	
  be	shot	out	of	hand	by	his	opponents,	whatever	the	legal	situation	
  may	be.	
  
  200
  9
  COmBAT
  InDIRECT FIRE
   
  Indirect fire is a method of attacking a ranged target that 
  cannot be seen by the firing weapon. It requires someone with 
  the	Forward	Observer	skill	be	in	a	position	to	observe	the	target	
  and in direct communication with the gunner firing the weapon. 
  The basic DC for a gunner to hit a target through indirect fire is 
  40	minus	the	skill	rank	of	the	forward	observer.	Subtract	–2	from	
  the	 DC	 for	 each	 subsequent	 round	 spent	 acquiring	 the	 target,	
  to a maximum of –10DC modifier prior to firing the first shell. 
  Thereafter,	the	DC	can	be	reduced	by	–2	for	each	shell	observed	
  by	the	forward	observer.
   
  Calling in an attack or adjusting fire are full round actions. 
  The	attack	will	commence	the	turn	after	the	call	is	made,	and	
  arrive the turn after that. Thus an indirect fire attack requires 3 
  rounds	to	complete.
  	
  To Hit Modifiers: Range and Relative speed modifiers apply 
  to indirect fire attacks.
  	
  Missed Shots:	Shots	that	miss	have	to	land	somewhere.	If	
  using	squares	for	maps,	roll	d8	to	determine	which	direction	the	
  round	lands	away	from	the	target,	counting	round	clockwise	from	
  	(directly	over).	Roll	d6	if	using	hexes.	The	distance	the	round	
  lands	from	the	target	is	d4	squares/hexes	+	the	number	of	range	
  bands	distance	to	the	target.
  	
  Fire for Effect:	Once	the	target	is	hit,	the	gunner	may	begin	
  firing for effect. Since the target location has been locked into the 
  weapon	there	is	no	need	to	see	if	a	hit	occurs	on	each	subsequent	
  round, it is automatic. When firing for effect, the gunner may 
  launch	an	attack	each	round	rather	than	every	3rd	round	as	when	
  adjusting fire.
  DEmOlITIOnS
  	
  Using	explosives	to	damage,	penetrate	or	breach	an	object	
  requires	using	a	charge	of	the	proper	size,	and	properly	placing	
  the	charge	for	maximum	effect.
  	
  Penetration Charge:	 A	 penetration	 charge	 of	 the	 proper	
  size	provides	just	enough	power	to	penetrate	the	given	structural	
  material	and	armor,	breaking	any	sealed	environmental	integrity	
  (possibly	 causing	 explosive	 decompression),	 and	 causing	
  damage.
  	
  Breaching Charge:	A	breaching	charge	of	the	proper	size	
  penetrates	 the	 given	 structural	 material	 and	 armor,	 breaking	
  any	 sealed	 environmental	 integrity	 (possibly	 causing	 explosive	
  decompression),	 causing	 x0	 damage,	 and	 leaving	 a	 hole	
  approximately	 	 meter	 in	 diameter.	 Moving	 through	 a	 breach	
  hole	is	treated	as	if	moving	through	an	open	hatchway	(a	move	
  action).
  Type of Charge
  Structural Material
  Penetration
  Breach
  Damage
  Wood
  250	grams
  4kg
  d6
  Rock/Stone
  500	grams
  7.5kg
  d8
  Interior	Starship	wall
  600	grams
  9kg
  d0
  Concrete
  750	grams
  kg
  d2
  Reinforced	Concrete
  kg
  5kg
  2d8
  Vehicle	Hull
  kg
  5kg
  2d8
  Vehicle	Armor
  +kg	per	
  armor	rating
  +5kg	per	
  armor	rating
  -
  Interior	Starship	
  Bulkhead
  5kg
  750kg
  4d20
  Starship	Hull
  8kg
  20kg
  6d20
  Starship	Armor
  +0kg	per	
  armor	rating
  +50kg	per	
  armor	rating
  -
  	
  Placing a Charge:	2	full	round	actions,	DC5.	A	character	
  may	place	a	single,	non-tamped	charge	of	0kg	or	less	(basically	
  a	satchel	charge).
  	
  Carefully Placing a Charge:	3	minutes,	DC0.	A	character	
  may	place	a	single,	non-tamped	charge	of	any	size.
  	
  Tamping a Charge:	6	minutes,	DC20.	A	character	may	place	
  a	single,	tamped	charge	of	any	size.	A	properly	tamped	charge	
  will	do	twice	the	normal	damage.
  	
  Failing a Placement or Tamping Check:	 There	 will	 not	
  usually	 be	 any	 indication	 that	 the	 charge	 has	 been	 incorrectly	
  placed	until	it	is	detonated.	When	an	incorrectly-placed	charge	is	
  detonated,	the	person	who	placed	the	charge	must	make	another	
  Demolition	 skill	 check	 (DC5).	 If	 the	 check	 is	 successful,	 the	
  charge	detonates	but	fails	to	penetrate	or	cause	a	breach,	and	
  does	only	one-half	its	normal	damage.	If	the	check	is	failed,	the	
  charge	does	not	detonate	correctly.	It	will	not	cause	any	damage	
  to	the	intended	target,	though	it	may	pose	a	hazard	to	anyone	
  coming	back	to	try	to	re-use	it.
  	
  Damage to a Demolition Charge:	If	a	prepared	demolition	
  charge	is	hit	by	an	attack,	roll	d20.	If	the	roll	is	less	than	the	
  damage inflicted on the charge then it goes off prematurely. 
  Nuclear	explosives	are	very	unlikely	to	be	set	off	in	this	manner	
  due	to	their	design,	but	a	casing	breach	will	create	a	radiation	
  hazard.
  OpTIOnAl COmBAT RUlE: HIT lOCATIOn
  	
  It	 may	 sometimes	 be	 important	 to	 determine	 where	 a	
  character	is	struck	by	an	attack,	for	example	where	a	character	
  has	very	heavy	armor	on	his	torso	and	none	on	his	head.	Most	
  shots	are	aimed	at	the	center	of	body	mass	(the	chest	and	torso).	
  A	called	shot	may	be	used	to	target	the	head	or	limbs	(-6	to	target	
  these	locations)	or	even	a	very	precise	location	such	as	an	eye,	
  hand	or	the	heart	(-8).	For	most	purposes,	T20	assumes	that	an	
  attack	strikes	the	character’s	center	of	body	mass	and	is	affected	
  by	armor	on	the	torso	only.	However,	at	the	Referee’s	discretion,	
  these	optional	hit	location	charts	can	be	used.	
  	
  Swung	melee	attacks	are	more	likely	to	fall	on	the	head	and	
  shoulders	(considered	to	be	part	of	the	Arm	location	in	this	case)	
  or	 strike	 the	 arms,	 rather	 than	 hitting	 the	 torso.	 Projectile	 and	
  impaling	weapons	are	more	likely	to	strike	the	torso	than	a	limb.	
  These tables reflect that reality.
  Table: Optional Hit location Chart 
  2d6 Roll
  Projectile/Impaling Weapons 
  Melee Weapons
  2
  Foot
  Foot
  3
  Lower	Leg
  Lower	Leg
  4
  Upper	Leg
  Upper	Leg
  5
  Torso
  Upper	Leg
  6
  Torso
  Torso
  7
  Torso
  Torso
  8
  Torso
  Torso
  9
  Torso
  Upper	Arm
  0
  Upper	Arm	(and	shoulder)
  Lower	Arm
  
  Lower	Arm
  Head
  2
  Head
  Head
  The	area	hit	not	only	affects	what	armor	may	apply,	but	also	affects	
  the	damage	taken	by	the	victim.	These	damage	multipliers	are	in	
  addition	to	any	from	critical	hits.
  
  20
  9
  COmBAT
  Table: Hit Effects
  Location
  Damage
  Leg	or	Foot
  Half
  Arm,	Hand	or	Shoulder
  Half
  Torso
  Normal
  Head
  Double
  Eye, Heart
  Triple*
  	
  *Hits	to	eyes,	heart	etc	are	only	possible	on	a	called	shot,	
  though	on	a	critical	it	can	be	assumed	that	such	a	location	has	
  been	struck.
  OpTIOnAl RUlE: pEnAlTIES FOR lIFEBlOOD DAmAgE
  	
  Characters	 who	 have	 taken	 several	 wounds	 may	 be	 less	
  capable	than	those	who	are	still	intact.	If	the	Referee	wishes,	the	
  following	penalties	can	be	applied	to	characters	who	have	taken	
  Lifeblood	damage:
  Lifeblood Remaining
  Penalty
  Full
  None
  ¾-full
  -
  ½	-	¾
  -2
  ¼	-	½
  -4
  0	–	¼	
  -6
   
  The penalty is a blanket modifier that applies to all skill 
  checks,	attacks,	and	saves.
  
  202
  9
  COmBAT
  VEHIClE AnD STARSHIp 
  COmBAT
  	
  These	basic	rules	for	vehicle	and	starship	combat	presented	
  here	are	designed	to	allow	for	more	roleplaying	and	involvement	of	
  the	characters,	rather	than	a	map	and	miniature	approach	(which	
  uses	 the	Advanced	 Rules	 found	 in	 the	 Traveller’s	 Handbook).	
  Movement	and	maneuvering	are	abstracted	to	allow	for	cinematic	
  battles	as	vessels	attempt	to	maneuver	into	a	position	of	pursuit	
  and	advantage	against	their	opponents,	or	frantically	try	to	shake	
  pursuit.	
  	
  Range	is	similarly	abstracted,	needing	only	to	note	whether	
  the	range	for	all	vessels	involved	for	each	round	is	Close,	Short,	
  Medium,	Long,	Very	Long,	or	Extreme.	
  	
  The	term	vessel	is	used	to	refer	to	starships,	small	craft,	or	
  vehicles	as	a	general	inclusive	group.	If	the	term	starship,	small	
  craft, or vehicle is specifically used, it refers to those types of craft 
  only.
  ACTIOnS In VESSEl COmBAT
  	
  Most	 personal	 actions	 detailed	 earlier	 are	 not	 appropriate	
  while	 a	 character	 is	 a	 passenger	 or	 crewmember	 on	 board	 a	
  vessel (unless approved by the Referee). Specific exceptions to 
  this	are	personal	attack	actions,	which	are	possible	if	a	character	
  is able to fire a weapon out of an open window, hatch or other 
  opening	in	the	vessel.	
  	
  In	 these	 cases,	 the	 attack	 by	 the	 character	 is	 handled	
  normally,	except	the	attack	is	also	considered	to	be	a	Burst	Fire	
  attack	of	0	rounds	(ignore	the	action	requirements	in	this	case).	
  This reflects the additional time involved during vehicle combat 
  rounds.	Note	that	it	is	still	possible	for	a	character	to	take	the	
  Burst	Fire	action.	In	such	a	case,	multiply	the	number	of	rounds	
  fired by the character by 10 to determine the effects of the Burst 
  Fire.
  THE COmBAT ROUnD
  	
  When	individual	personnel	are	not	involved,	and	a	combat	is	
  between	only	vehicles	or	vehicles	and	starships	(including	small	
  craft)	operating	within	the	atmosphere	of	a	planet,	each	combat	
  round	is		minute	long	under	these	basic	rules.	When	combat	
  involves	only	starships	and	small	craft,	the	length	of	each	combat	
  round	is	20	minutes	under	these	basic	rules.	
  nEW ACTIOnS
  	
  In	 addition	 to	 personal	 attack	 actions,	 the	 following	 new	
  actions	 are	 available	 to	 crewmembers	 aboard	 a	 vessel,	 small	
  craft,	 etc.	 These	 are	 broken	 down	 by	 the	 crew	 position	 that	
  would	usually	handle	the	action,	and	ideally	a	separate	character	
  will	handle	each	position.	This	usually	gives	each	character	an	
  opportunity	to	do	something	and	contribute	to	the	combat	based	
  on	their	diverse	skills,	but	a	character	may	freely	take	action	from	
  any crew position if they are qualified and have enough time to 
  complete	the	action	this	round.	
  Captain/Commander Actions
  	
  Command:	 The	 vessel’s	 commander	 may	 use	 his	 or	
  her	 Leader	 skill	 to	 rally	 the	 crew	 and	 improve	 morale	 and	
  performance.	Make	a	leadership	skill	check	(DC5).	If	successful	
  all	crewmembers	may	enjoy	a	bonus	to	all	skill	checks,	saving	
  throws,	 and	 attack	 rolls	 this	 round,	 equal	 to	 the	 commander’s	
  Leader	skill	rank	divided	by	3	(round	down).	This	is	a	standard	
  action.
  	
  Tactics:	The	vessel’s	captain/commander	may	use	his	or	her	
  knowledge	of	Tactics	(for	vehicles)	or	Ship’s	Tactics	(for	small	craft	
  and	starships)	to	help	position	the	vessel	into	a	better	defensive	
  and	offensive	posture.	The	use	of	this	feat	is	a	full	round	action	
  for	the	captain/commander,	but	will	impart	a	bonus	to	all	attacks	
  and	defenses	equal	to	the	captain’s	Wisdom	or	Intelligence	ability	
  bonus,	whichever	is	higher.	Treat	any	penalty	as	+0.
  Pilot/Driver Actions
  All Vessels
  	
  Adjust Speed:	Increase	or	decrease	the	vehicle	speed	up	
  to	an	amount	equal	to	its	maximum	acceleration.	This	is	a	move	
  action	and	requires	no	skill	check.
  	
  Adjust Range:	 A	 pilot	 may	 attempt	 to	 adjust	 the	 range	
  between	their	craft	and	another.	An	opposed	Pilot	skill	check	must	
  be made between both pilots, applying the modifiers found below. 
  The	pilot	with	the	higher	skill	check	result	may	elect	to	increase,	
  decrease,	 or	 maintain	 the	 distance	 between	 the	 vehicles.	This	
  action	 applies	 to	 vehicles	 only,	 and	 is	 a	 move	 action	 for	 both	
  pilots.	If	the	other	pilot	has	already	taken	a	move	or	full	action	this	
  round,	the	check	goes	unopposed.	If	the	other	pilot	has	not	taken	
  a	move	or	full	action	this	round,	opposing	a	range	adjustment	will	
  count	as	their	move	action	for	the	round.
  TABlE: Adjust Range modifiers
  Circumstance
  Modifier
  Higher	Current	Speed
  +	per	0kph	difference	in	speed
  Higher	Acceleration
  +	per	difference	in	maximum	
  acceleration
  Vehicle	Agility
  +0-6
  	
  Avoid Collision:	When	a	vessel	is	moving	at	short	or	close	
  range through a debris field, traffic, an asteroid belt, a planetary 
  ring,	 or	 similar	 situation	 where	 there	 is	 a	 reasonable	 chance	
  of	 collision	 with	 another	 object,	 the	 pilot	 must	 make	 an	Avoid	
  Collision	check	each	round.	This	is	a	full	action.
  TABlE: Collision Avoidance
  Situation
  DC
  Base
  5
  Traffic (5 or more vessels within short range)
  +5
  Heavy	brush
  +0
  Small debris field, heavy traffic, light woods
  +5
  Asteroid field, light density
  +20
  Asteroid field, average density
  +25
  Asteroid field, heavy density
  +30
  Every	6	points	of	speed	(starships	and	small	craft)
  +5
  Very	Slow	(vehicles	only)
  +0
  Slow	or	Offroad	speed	(vehicles	only)
  +5
  Cruising	speed	(vehicles	only)
  +0
  Fast	(vehicles	only)
  +5
  	
  	
  	
  Break Pursuit:	 If	 a	 vessel	 is	 being	 pursued	 (see	 Pursuit	
  below)	the	pilot	or	driver	may	break	the	pursuit	with	a	successful	
  opposed	Pilot	or	Driver	skill	check	against	his	opponent.	Once	the	
  pursuit	has	broken	and	the	pursuing	vessel	loses	all	accumulated	
  attack	bonuses	against	that	target.	This	is	a	full	round	action.
  	
  Evade Attack:	 The	 pilot/driver	 operates	 the	 vessel	 in	 an	
  erratic	 manner	 in	 an	 attempt	 to	 avoid	 being	 hit	 by	 opposing	
  weapons fire. This is a full round action and allows the pilot/driver 
  to	make	a	Pilot/Drive	skill	on	the	Evasive	Maneuvers	table	below	
  to	determine	the	defensive	AC	bonus	imparted	to	the	vessel	this	
  round.
  
  203
  9
  COmBAT
  TABlE: Evasive maneuvers
  Result
  AC Bonus
  -0
  +0
  -20
  +
  2-28
  +2
  29-33
  +4
  34-38
  +6
  39+
  +8
   
  Move:	The	pilot/driver	keeps	the	vessel	on	its	current	course	
  and	 heading,	 remaining	 at	 the	 current	 speed.	 This	 is	 a	 move	
  action	and	requires	no	skill	check.
  	
  Pursuit:	If	a	pilot/driver	makes	a	successful	opposed	Pilot/
  Driver	 skill	 check	 against	 another	 vessel,	 the	 successful	 pilot/
  driver	has	placed	his	vessel	in	pursuit	of	his	target	maintaining	
  the	current	range	and	matching	the	target	ship	move	for	move.	
  Once	a	pursuit	has	been	established,	it	must	be	maintained	each	
  round	to	take	advantage	of	the	position.	No	skill	check	is	required	
  to	maintain	a	pursuit.	It	is	automatically	maintained	unless	the	
  target	attempts	to	Break	Pursuit	action,	manages	to	extend	the	
  range	to	Medium	or	greater,	or	succeeds	in	outpacing	the	speed	
  of	the	pursuing	vessel	by	7+	points	(for	starships	and	small	craft)	
  or	by	50kph	(for	vehicles).	Establishing	the	initial	pursuit	is	a	full	
  round	action,	as	is	maintaining	a	pursuit.
   
  For each round (after the first) that a vessel maintains pursuit 
  of	another	vessel,	it	may	add	a	cumulative	+	bonus	to	hit	when	
  attacking	the	vessel	being	pursued,	up	to	a	maximum	of	+4.	While	
  in	pursuit	of	a	target,	a	vessel	loses	its	agility	bonus	to	its	AC	if	it	
  comes	under	attack	itself.	This	is	a	full	round	action	and	may	only	
  be	attempted	at	Short	range	or	closer	and	both	vessels	must	be	
  at	the	same	speed	when	the	pursuit	is	begun.
  	
  Ram:	Ramming	is	a	potentially	suicidal	maneuver	in	which	
  a	pilot	intentionally	crashes	his	vessel	into	the	hull	or	chassis	of	
  another	vessel.	This	action	may	only	be	attempted	at	close	range,	
  and	if	the	ramming	vessel	is	moving	faster	than	the	target.	See	
  Vessel	Collisions	(below)	for	more	information.
  	
  To	 successfully	 ram	 another	 vessel	 requires	 an	 opposed	
  Pilot/Drive	skill	check	between	both	vessels.	This	is	a	full	round	
  action.
  Pilot Actions
  Starships and Small Craft Only
  	
  Atmospheric Entry:	The	pilot	may	attempt	to	transition	the	
  ship	 out	 of	 orbit	 and	 into	 the	 atmosphere	 of	 a	 planet.	 Once	 a	
  ship	has	successfully	entered	an	atmosphere,	all	movement	is	
  handled as if it were any other aircraft in flight and now uses the 
  Vehicle	Maneuver	Actions	instead.	This	is	a	full	action	with	a	base	
  DC	equal	to	the	World	Atmosphere	UWP	rating	+	the	World	Size	
  UWP	rating.	Exotic,	Corrosive,	or	Insidious	atmospheres	should	
  be treated as Standard unless specified otherwise. Attempting 
  this	action	may	provoke	an	Attack	of	Opportunity.
  	
  Dock Ships:	The	pilot	may	attempt	to	dock	one	ship	with	
  another	 allowing	 passage	 between	 both	 ships	 for	 cargo	 and	
  crew.	This	 is	 usually	 a	 small	 craft	 docking	 with	 a	 starship,	 but	
  it	is	possible	to	dock	some	starships	together.	Both	ships	must	
  be	moving	at	the	same	speed,	and	there	must	be	no	opposition	
  to	 the	 attempt.	 If	 this	 is	 a	 hostile	 docking	 attempt,	 the	 target	
  ship	must	have	been	rendered	incapable	of	maneuvering.	This	
  is	a	full	action	with	a	DC	of	20,	and	may	provoke	an	Attack	of	
  Opportunity.	
   
  Orbital Insertion:	The	pilot	may	attempt	to	insert	the	ship	
  into	orbit	around	a	planet.	In	an	orbital	insertion	fails,	the	ship	
  fails	to	enter	the	proper	orbit,	and	the	orbit	will	steadily	begin	to	
  decay	drawing	the	ship	towards	the	planet’s	atmosphere	in	an	
  uncontrolled	reentry	(see	Atmospheric	Reentry	below).	This	is	a	
  full	action	with	a	base	DC	of	5,	and	may	provoke	an	Attack	of	
  Opportunity.	
  Astrogator Actions
  Starships and Small Craft Only
  	
  Range Check:	At	the	beginning	of	each	round,	each	ship	
  must	make	a	T/Astrogation	skill	check.	The	ship	with	the	highest	
  result	may	elect	to	increase,	decrease,	or	maintain	the	range	for	
  the	round.	This	is	a	standard	action.
  Communications Operator Actions
  All Vessels with communications equipment
  	
  Tactical Communication: The Comms Officer can establish 
  and	maintain	communications	between	allied	vessels	using	the	
  normal	 rules	 for	 communication	 (see	 T/Communications	 skill).	
  If there is significant interference or a lot of communications 
  going on (e.g. due to bad comm. discipline among a fleet), the 
  DC	is	increased;	treat	as	Considerable	Noise	(+0).	Deliberate	
  comms	 jamming	 will	 increase	 DC	 as	 described	 under	 the	 T/
  Communications skill. These modifiers do stack. If reliable 
  communications	 are	 not	 established,	 vessels	 cannot	 act	 in	
  concert,	 and	 Fleet	 Tactics	 skill	 cannot	 be	 applied.	 Maintaining	
  communications	is	a	full	round	action.
  	
  Comms Jamming: The Comms Officer can attempt 
  to	 jam	 local	 communication	 as	 a	 full	 round	 action.	 See	 the	T/
  Communications	skill	for	details.	
  	
  Intercept Enemy Communications: The Comms Officer 
  may	attempt	to	intercept	enemy	communications	as	a	full	round	
  action.	This	requires	a	T/Communications	skill	check	at	a	DC	of	
  (20	+	enemy	comm.	system	number).	Encryption	(if	any)	must	
  also	be	broken.	Knowledge	of	enemy	intentions	can	be	valuable	
  to	a	commander,	if	she	knows	how	to	use	it.	A	vessel	commander	
  may	make	a	Ships	Tactics	or	Tactics	check	at	a	DC	of	5	to	gain	an	
  advantage	from	intercepted	comms.	If	successful,	the	commander	
  gains	knowledge	of	the	enemy’s	dispositions	or	intentions.	This	
  translates	to	a	one-time	+0	bonus	to	any	skill	check	affecting	
  the	enemy	(e.g.	a	pilot’s	attempt	to	evade	a	sudden	attack,	or	a	
  gunner’s	precise	shot	just	as	the	enemy	vessel	turns	to	present	a	
  better	target.)	Of	course,	the	enemy	must	have	communications	
  for	them	to	be	intercepted.	
  Computer Operator Actions
   
  Computer Fire Control:	 Rather	 than	 having	 individual	
  gunners	handle	the	vessel’s	weaponry,	the	computer	is	handling	
  both targeting and fire control this round. Attacks are handled 
  normally,	but	the	Main	Computer	Model	Number	is	used	in	place	
  of	Gunnery	skill	rank	and	no	sensor	bonuses	are	allowed.	This	
  is	 a	 free	 action,	 but	 the	 computer	 may	 not	 be	 used	 to	 handle	
  targeting	for	gunners	this	round.	The	computer	operator	should	
  make	the	attack	rolls	for	the	computer	this	round.
   
   
  1d20 + Computer model number + size modifier + 
  targeting bonus + range penalty = AC hit.
   
  Computer Targeting: The	 vessel’s	 computer	 is	 handling	
  targeting	for	all	weapons	this	round,	leaving	the	sensor	operator	
  to	 handle	 other	 tasks	 instead.	 This	 is	 a	 free	 action,	 but	 the	
  computer may not be used to handle fire control for the vessel 
  this	round.	The	computer	operator	should	roll	d20	+	the	Main	
  Computer	Model	Number	to	check	for	success	for	each	vessel	
  that	is	to	be	targeted.	The	DC	for	this	task	is	5	or	the	current	
  Sensor	Jamming	rating	of	the	target.	If	successful,	all	gunners	on	
  the	vessel	may	add	a	bonus	equal	to	the	Main	Computer	Model	
  Number	/	3	to	their	attack	rolls	this	round.
  
  204
  9
  COmBAT
  Sensor Operator Actions
  	
  Sensor Jamming:	 The	 sensor	 operator	 may	 attempt	 to	
  spend	 the	 round	 providing	 defensive	 sensor	 jamming	 against	
  incoming	 targeting	 lock	 attempts	 by	 enemy	 vessels,	 hopefully	
  decreasing	their	chance	of	getting	hit.	The	operator	rolls	d20	
  +	his	T/Sensor	skill	+	the	Sensor	Model	Number	of	the	vessel	to	
  set	the	vessel’s	Sensor	Jamming	rating	for	this	round.	This	rating	
  is	the	DC	that	any	opposing	vessel	will	have	to	beat	in	order	to	
  obtain	a	target	lock	or	other	sensor	scan	on	the	sensor	operator’s	
  vessel.	This	is	a	full	round	action.
  	
  Sensor Targeting:	 The	 sensor	 operator	 may	 attempt	 to	
  spend the round providing improved fire control and targeting data 
  to	the	gunners,	hopefully	increasing	their	chances	of	hitting	their	
  targets.	The	 sensor	 operator	 should	 roll	 d20	 +	 his	T/Sensors	
  skill	+	the	Sensor	Model	Number	to	check	for	success	for	each	
  vessel	that	is	to	targeted.	The	DC	for	this	task	is	5	or	the	current	
  Sensor	Jamming	rating	of	the	target.	If	successful,	all	gunners	on	
  the	vessel	may	add	a	bonus	equal	to	the	Main	Computer	Model	
  Number	to	their	attack	rolls	this	round.	This	is	a	full	round	action.
  Gunner Actions
  	
  Attack:	A	gunner	may	attack	any	target	within	the	range	of	
  the	 weapon	 system	 they	 are	 manning.	The	 gunner	 attacks	 by	
  making	a	Gunnery	skill	check	roll	adding	the	USP	rating	of	the	
  weapon	 system,	 along	 with	 any	 Range,	 Computer	 Targeting,	
  Sensor Targeting, or other modifiers in effect this round for his 
  vessel.	This	is	a	full	round	action.
   
   
  1d20 + Gunnery skill + size modifier + targeting bonus + 
  range penalty = AC hit.
  	
  Point Defense Sandcasters:	 A	 target	 defending	 against	
  a missile, laser, plasma, or fusion attack may fire defensive 
  sand	 if	 the	 vessel	 has	 any	 sandcaster	 mounts/turrets/batteries	
  and	 gunners	 that	 have	 not	 already	 acted	 this	 round.	 Gunners	
  and	mounts/turrets/batteries	used	in	point	defense	may	not	be	
  used	to	attack	later	in	the	same	round.	Defensive	sand	adds	the	
  sandcaster	 USP/UVP	 rating	 to	 the	 target’s	 defense	 score	 for	
  this attack. As many point defense sandcasters may be fired as 
  are	available,	each	adding	their	USP/UVP	rating	to	the	target’s	
  defense	total.
  	
  Point Defense Lasers:	A	target	defending	against	a	missile	
  attack may fire defensive lasers if the vessel has any laser 
  mounts/turrets/batteries	and	gunners	that	have	not	already	acted	
  this	 round.	 Gunners	 and	 mounts/turrets/batteries	 used	 in	 point	
  defense	may	not	be	used	to	attack	later	in	the	same	round.	The	
  defending	gunner	makes	an	attack	roll	against	a	DC	of	6	+	the	
  owning	vessel’s	computer	USP/UVP.	If	the	defending	gunner	hits,	
  the	missile	attack	fails.	The	defender	may	attempt	to	shoot	down	
  an	 incoming	 missile	 attack	 with	 as	 many	 point	 defense	 laser	
  mounts/turrets/batteries	as	they	have	available.
   
   
  Point Defense Laser: 1d20 + Gunnery skill + (Computer 
  USP/UVP) + Weapon USP/UVP
   
   
  Missile’s Defense: 16 + Missile USP/UVP
  	
  Point Defense Repulsors:	 A	 target	 defending	 against	 a	
  missile attack may fire repulsors if the vessel has any repulsor 
  mounts/turrets/batteries	and	gunners	that	have	not	already	acted	
  this	 round.	 Gunners	 and	 mounts/turrets/batteries	 used	 in	 point	
  defense	may	not	be	used	to	attack	later	in	the	same	round.
   
   
  Point Defense Repulsor: 1d20 + Gunnery skill + 
  (Computer USP/UVP) + Weapon USP/UVP
   
   
  Missile’s Defense: 10 + Missile USP/UVP
  	
  Reload Vessel or Vessel’s Weapon:	 A	 crewmember	
  (usually	the	gunner)	may	spend	the	round	reloading	one	()	spent	
  missile	rack,	one	()	spent	sandcaster	or	other	individual	weapon	
  system.	This	is	a	full	round	action.
  	
  Called Shot:	 Called	 shots	 are	 not	 normally	 possible	 in	
  starship	 combat,	 but	 are	 made	 possible	 by	 certain	 computer	
  software.	Called	shots	are	always	possible	in	vehicle	combat.	In	
  vehicle combat, a called shot to hit a specific vehicle component 
  suffers	a	–6	penalty	for	large	subsystems	like	a	turret	or	wheel,	
  and	 –2	 for	 a	 small	 subsystem	 such	 as	 a	 communications	
  antenna.
   
  In starship combat, the immense distances and difficulty of 
  refining sensor data sufficiently to hit a specific location make this 
  a severe test of gunnery ability. A called shot to hit a specific region 
  of	the	ship	(e.g.	engineering,	gunnery)	is	taken	at	–8.	Attempts	to	
  hit a specific subsystem (e.g. “C” turret, Meson Communicator 
  Antenna)	are	at	–5.	It	is	never	possible	to	target	“crew”	with	a	
  called	shot,	though	the	crew	in	a	given	section	of	the	ship	might	
  be	hit	by	a	called	shot	on	their	region	of	the	vessel.
  Engineer/Mechanic Actions
  	
  Damage Control:	 An	 engineer	 may	 attempt	 to	 effect	
  temporary	 and	 jury-rigged	 repairs	 to	 damaged	 systems	 on	 a	
  vessel	in	an	attempt	to	bring	them	back	online	and/or	improve	
  degraded performance due to inflicted damage. This is a full 
  round	action.	See	Repairing	Damage	for	more	information.
  	
  Power Routing:	 If	 the	 power	 plant	 of	 a	 ship	 or	 vessel	
  takes	damage	and	its	power	output	is	reduced,	there	may	not	
  be	enough	power	available	each	round	to	power	all	the	vessel’s	
  drives,	 weapons	 and	 other	 systems	 at	 the	 same	 time.	 In	 this	
  case,	the	engineer	must	reallocate	power	to	the	various	systems	
  as	she	deems	necessary	and	appropriate.	Drives,	weapons,	or	
  other	systems	without	power	in	a	round	may	not	be	used.	This	is	
  a	full	round	action.
  	
  Excess Power Routing:	 If	 a	 vessel	 can	 produce	 excess	
  power	 (in	 the	 form	 of	 Energy	 Points	 or	 EP)	 beyond	 what	 is	
  needed	for	its	drives,	subsystems,	and	agility	rating,	it	may	apply	
  this	extra	power	as	emergency	agility	or	to	overpower	weapons.	
  	
  Emergency Agility:	An	engineer/mechanic	may	attempt	to	
  temporarily	improve	the	performance	of	a	vessels	drive	system,	
  thereby	increasing	the	defensive	agility	of	the	vessel	making	it	
  harder	to	hit.	The	engineer/mechanic	must	make	a	T/Engineering	
  or	T/Mechanical	skill	check	as	appropriate	(DC5).	If	successful,	
  the	vessel’s	agility	is	improved	to	a	rating	equal	to	the	vessel’s	
  maximum	 agility	 rating	 based	 on	 the	 installed	 drive	 train	 or	
  maneuver	 drive.	 While	 using	 emergency	 agility,	 all	 weapon	
  systems and screens are temporarily offline. This is a full round 
  action.
  	
  	For	each	round	this	is	kept	up,	another	appropriate	skill	check	
  must	be	made,	but	at	–	per	subsequent	round.	If	the	attempt	
  fails,	there	is	a	chance	that	the	drive	system	has	been	damaged.	
  Make	another	skill	check	(DC20),	to	avoid	permanently	reducing	
  the	vessel’s	drive	rating	by	a	factor	of	one	until	the	vessel	can	
  be	brought	into	port	and	the	system	overhauled	and/or	repaired	
  properly.
  	
  Overpower Weapons:	An	engineer/mechanic	may	attempt	
  to	temporarily	improve	the	weapon	factor	of	a	vessels	weapon	
  system, thereby increasing the damage they inflict if they hit a 
  target.	 The	 engineer/mechanic	 must	 make	 a	 T/Engineering	 or	
  T/Mechanical	skill	check	as	appropriate	(DC5).	Add	+	to	the	
  DC	for	each	factor	of	overpowering	attempted	up	to	a	maximum	
  factor	of	9.	If	successful	add	+	die	of	damage	for	every	factor	
  of	overpowering.	While	using	overpowered	weapons,	the	vessel	
  or	 vessel	 may	 not	 accelerate,	 decelerate,	 or	 maneuver,	 and	
  the	agility	rating	is	temporally	reduced	to	0.	This	is	a	full	round	
  action.
  
  205
  9
  COmBAT
  	
  For	 each	 round	 this	 is	 kept	 up,	 another	 appropriate	 skill	
  check	 must	 be	 made,	 but	 at	 –	 per	 subsequent	 round.	 If	 the	
  attempt	 fails,	 there	 is	 a	 chance	 that	 the	 weapon	 system	 has	
  been	damaged.	Make	another	T/Engineering	skill	check	(DC20),	
  to	 avoid	 permanently	 reducing	 the	 weapon	 rating	 by	 a	 factor	
  of	one	until	the	vessel	can	be	brought	into	port	and	the	system	
  overhauled	and/or	repaired	properly.
  DAmAgE
  	
  Vessels	 can	 be	 damaged	 in	 various	 ways	 –	 impacts,	
  explosions,	 and	 direct	 energy	 being	 the	 most	 common	 ways.	
  Damage	of	all	types	is	resisted	by	armor	and	applied	to	structural	
  integrity	(SI).	
  COllISIOnS
   
  If two vessels collide, both will inflict an amount of damage on 
  the	other	based	on	their	current	Structural	Integrity	rating	and	their	
  current	speed.	In	most	cases,	this	will	result	in	the	destruction	of	
  vessels	of	the	same	size	or	of	smaller	vessels	colliding	with	larger	
  vessels.	Starships	and	small	craft	colliding	with	large	asteroids,	
  moons,	 or	 other	 natural	 celestial	 objects	 are	 destroyed	 upon	
  impact.
  Vehicle Speed
  Damage on Target
  Not	Moving
  -	
  Very	Slow
  Vehicle	SI	x	0.
  Slow
  Vehicle	SI	x	0.25
  Cruising	Speed
  Vehicle	SI	x	0.5
  Fast
  Vehicle	SI
  Max	Speed
  Vehicle	SI	x	2
  Target
  Damage on Vehicle
  Lifeform
  CON	Score	+	Armor	Rating
  Another	Vehicle
  Its	Damage	on	Target
  Stone/Concrete/Steel
  SI	x	3
  Large	Tree
  SI	x	2
  Wooden	Structure
  SI	x	.5
  Small	Tree
  SI	x.25
  Plant	(shrub	or	bush)
  SI	x.
  Another	Vehicle
  See	Vehicle	Speed	below
  VEHIClE InTERnAl DAmAgE
  	
  In	addition	to	Structural	Integrity	damage,	vehicles	may	also	
  take	internal	damage	to	their	subsystems	and	components.	
  	
  Critical Hits:	A	vehicle	will	suffer	internal	damage	on	a	critical	
  hit.	 In	 this	 circumstance,	 the	 attacker	 ignores	 the	 armor	 rating	
  (AR) of the vehicle and inflicts the full amount of damage rolled 
  against	 its	 chassis	 SI	 rating.	 For	 most	 weapons,	 this	 damage	
  is	doubled	on	a	critical	hit	(though	some	weapons	may	have	a	
  greater	multiplier).	
  	
  In	addition,	the	attack	also	scores	an	Internal	Hit	on	one	of	
  the	subsystems,	components,	occupants,	or	other	item	with	the	
  vehicle	itself.	To	determine	where	the	remainder	of	the	damage	is	
  applied,	the	attacker	rolls	once	on	the	Vehicle	Internal	Hit	Location	
  table	below.
   
  Affected Area:	If	a	vehicle	is	hit	with	a	weapon	that	has	an	
  area	of	effect	(this	includes	all	starship	and	small	craft	weaponry),	
  all	 systems	 listed	 under	 the	Affected	Area	 take	 full	 damage.	 If	
  there	are	sub-areas	listed,	the	damage	is	applied	only	to	those	
  systems	listed	under	the	sub-area.	For	example,	a	hit	to	a	vehicle’s	
  engine	 compartment	 would	 affect	 the	 fuel	 tanks,	 drive	 train,	
  power	plant,	and	control	system.	If	the	hit	were	in	the	Chassis,	
  specifically in the External Electronics sub-area, the only systems 
  affected	 would	 be	 miscellaneous,	 visual,	 comm.,	 and	 sensors.	
  Appendages,	weapon	mounts,	and	control	systems	would	not	be	
  affected	even	though	they	are	part	of	the	chassis	because	they	
  are	listed	as	part	of	a	separate	sub-area	instead.
  TABLE: Vehicle Internal Hit Location
  Affected Area
  d100
  Internal Hit Location
  Chassis
  0-02
  Miscellaneous Systems:	Treat	as	a	Visual	system	
  hit	if	no	miscellaneous	systems	installed	or	intact.
  03-04
  Visual Systems:	 Treat	 as	 a	 Communication	
  systems	hit	if	no	visual	systems	installed	or	intact.
  05-07
  Communication Systems:	 Treat	 as	 a	 Sensor	
  system	hit	if	no	comm	systems	installed	or	intact.
  08-0
  Sensor Systems:	Treat	as	an	Appendage	hit	if	no	
  sensor	system	installed	or	intact.
  -4
  Appendages:	Treat	as	a	Weapon	mount	hit	if	no	
  appendages	installed.	Treat	as	a	Chassis	hit	if	no	
  weapon	mounts	installed	or	intact.
  5-8
  Weapon Mounts:	Treat	as	an	Appendage	hit	if	no	
  weapon	mounts	installed.	Treat	as	a	Chassis	hit	if	
  no	appendages	installed	or	intact.
  9-25
  Drive Train:	Treat	as	a	Power	plant	hit	if	no	drive	
  trains	installed	or	remaining	intact.
  26-30
  Control Systems:	Treat	as	additional	Chassis	SI	
  damage	if	no	control	systems	installed	or	intact.
  Engine Compartment
  3-35
  Fuel Tanks:	 Treat	 as	 a	 Drive	 train	 hit	 if	 no	 fuel	
  tanks	installed	or	intact.
  36-40
  Drive Train:	Treat	as	a	Power	plant	hit	if	no	drive	
  trains	installed	or	remaining	intact.
  4-45
  Power Plant:	Treat	as	a	Control	system	hit	if	no	
  power	plant	installed	or	intact.
  46-50
  Control System:	Treat	 as	 additional	 Chassis	 SI	
  damage	if	no	remaining	control	systems	intact.
  passenger/Cargo Compartment
  5-64
  Cargo Area: Treat	as	an	Unoccupied	Facility	hit	if	
  no	cargo	is	aboard	or	remains	intact.
  Internal Electronics
  65-66
  Onboard Computers:	Treat	 as	 a	 Miscellaneous	
  system	 hit	 if	 no	 onboard	 computers	 installed	 or	
  intact.
  67
  Miscellaneous Systems:	Treat	as	a	Visual	system	
  hit	if	no	miscellaneous	systems	installed	or	intact.
  68
  Visual Systems:	 Treat	 as	 a	 Communication	
  systems	hit	if	no	visual	systems	installed	or	intact.
  69
  Communication Systems:	 Treat	 as	 a	 Sensor	
  system	hit	if	no	comm.	systems	installed	or	intact.
  70
  Sensor Systems:	Treat	as	an	Operational	Control-
  Control	system	hit	if	no	sensor	system	installed	or	
  intact.
  
  206
  9
  COmBAT
  Passenger and Crew Facilities
  7-78
  Unoccupied Facility:	Treat	as	an	Occupied	facility	
  hit	if	no	unoccupied	facilities	available	or	intact.
  79-80
  Weapon Mounts:	Treat	as	an	Appendage	hit	if	no	
  weapon	 mounts	 installed.	 Treat	 as	 a	 Passenger	
  hit	(the	Gunner)	if	no	occupied	facilities	available	
  or	 intact.	 If	 no	 gunner,	 then	 treat	 as	 additional	
  Chassis	SI	damage	if	no	(living)	driver	operating	
  the	vehicle.
  8-86
  Occupied Facility:	Treat	as	a	Passenger	hit	if	no	
  occupied	facilities	available	or	intact.
  87-90
  Passenger:	 Treat	 as	 an	 Operational	 Control-
  Control	system	hit	if	no	(living)	passenger	in	the	
  facility.
  Operational Control
  9-95
  Control System:	Treat	as	a	Robotic	brain	hit	if	no	
  remaining	control	systems	intact.
  96-97
  Robotic Brain:	Treat	as	a	Driver	hit	if	no	robotic	
  brain	installed	or	intact.
  98-00
  Driver:	Treat	as	additional	Chassis	SI	damage	if	
  no	(living)	driver	operating	the	vehicle.
  Damage Explanations
   
  Unless specified otherwise, the owner/pilot/driver of the 
  vehicle may decide which specific systems are hit if more than 
  one	target	is	possible.
  	
  Miscellaneous System:	 One	 or	 more	 miscellaneous	
  electronic	systems	are	hit	and	disabled.
  	
  Visual System: One	or	more	visual	electronic	systems	are	
  hit	and	disabled.
  	
  Communications System:	 One	 or	 more	 communications	
  systems	are	hit	and	disabled.
  	
  Sensor System:	One	or	more	sensor	systems	are	hit	and	
  disabled.
  	
  Appendage:	 One	 or	 more	 appendages	 are	 hit	 and	
  disabled.
  	
  Weapon Mount:	One	or	more	weapon	mounts	are	hit	and	
  disabled.
   
  Drive Train:	One	or	more	of	independent	drive	trains	are	hit	
  and	disabled.	
   
  Control System:	The	vehicle	immediately	goes	out	of	control,	
  with	no	chance	of	recovery.	The	vehicle	will	slow	at	its	standard	
  deceleration	rate	and/or	begin	to	fall	out	of	the	sky	unable	to	keep	
  itself	aloft.	Unless	otherwise	damaged	and	inoperable,	all	other	
  systems	onboard	remain	functional.
  	
  Fuel Tank:	The	fuel	tank	is	hit	and	ruptured,	losing	all	fuel	
  within.
  	
  Power Plant:	One	or	more	power	plants	are	hit	and	disabled	
  reducing	the	available	power	to	the	vehicle.	
  	
  Cargo Area:	One	or	more	items	of	cargo	aboard	are	hit	and	
  destroyed.
  	
  Onboard Computer:	One	or	more	onboard	computers	are	
  hit	and	disabled.
  	
  Unoccupied Facility:	 An	 unoccupied	 passenger	 or	 crew	
  facility	is	hit	and	rendered	unusable.
  	
  Occupied Facility:	An	occupied	passenger	or	crew	facility	is	
  hit	and	rendered	unusable.	Apply	damage	(randomly	if	more	than	
  one occupant) equal to one-half the total SI damage inflicted with 
  this	hit	until	all	damage	has	been	applied	or	no	occupants	remain	
  standing.	Any	personal	armor	worn	by	the	victim(s)	applies.
  	
  Passenger: A specific passenger is hit. Apply damage equal 
  to one-half the total SI damage inflicted with this hit. Any personal 
  armor	worn	by	the	victim	applies.
  	
  Robotic Brain:	The	robotic	brain	operating	the	vehicle	is	hit	
  and	disabled.	The	vehicle	immediately	becomes	out	of	control,	
  with	no	chance	of	recovery.	The	vehicle	will	slow	at	its	standard	
  deceleration	rate	and/or	begin	to	fall	out	of	the	sky	unable	to	keep	
  itself	aloft.	Unless	otherwise	damaged	and	inoperable,	all	other	
  systems	aboard	remain	functional.
  	
  Driver/Pilot:	The	operator	of	the	vehicle	is	hit.	Apply	damage	
  equal to the total SI damage inflicted with this hit. Any personal 
  armor	worn	by	the	victim	applies.	If	the	operator	falls	unconscious	
  or	dies,	the	vehicle	immediately	becomes	out	of	control,	with	no	
  chance	of	recovery	until	the	driver/pilot	is	moved	so	another	may	
  attempt	 to	 regain	 control.	The	 vehicle	 will	 slow	 at	 its	 standard	
  deceleration	rate	and/or	begin	to	fall	out	of	the	sky	unable	to	keep	
  itself	aloft.	Unless	otherwise	damaged	and	inoperable,	all	other	
  systems	aboard	remain	functional.
  SmAll CRAFT AnD STARSHIp InTERnAl DAmAgE 
  lOCATIOnS
  	
  If	a	small	craft	or	starship	takes	any	SI	damage	after	any	
  armor	has	reduced	the	total,	roll	once	on	the	appropriate	Internal	
  Damage	 Location	 table.	 If	 a	 component	 rolled	 does	 not	 exist,	
  move	 one	 row	 down	 on	 the	 table	 until	 a	 result	 occurs	 with	 a	
  component	that	does	exist.	If	the	end	of	the	table	it	reached	and	
  no	installed	component	has	been	found,	the	shot	passes	through	
  the	vessel	without	causing	further	damage.
  	
  Use	this	section	for	determining	hit	locations	on	small	craft	
  and	starships,	and	tracking	damage	to	the	vessel.	All	tables	use	
  d00.
  miscellaneous Subtable
  1d100
  Specific Location
  0-40
  Cargo	Hold
  4-60
  Staterooms
  6-70
  Small	Craft
  7-75
  Ship’s	Vehicle
  76-80
  Engineering/Vehicle	Shop
  8-85
  Sickbay/Lab
  86-90
  Low	Berths
  9-92
  Ship’s	Locker
  93-94
  Magazine
  95-96
  Fuel Purification
  97-98
  Gravitics
  99-00
  Life	Support
  Fuel Subtable
  1d100
  Specific Location
  0-20
  Purification Plant or Fuel Feed Equipment
  2-00
  Fuel	Tanks
  Fire Control Subtable
  1d100
  Specific Location
  0-70
  Battery
  7-85
  00-ton	Weapon	Bay
  86-95
  50-ton	Weapon	Bay
  96-00
  Spinal	Mount
  
  207
  9
  COmBAT
  Engineering	Subtable	
  1d100
  Specific Location
  0-29
  Maneuver	Drive
  30-65
  Jump	Drive
  66-00
  Power	Plant
  Screens Subtable
  1d100
  Specific Location
  0-34
  Repulsors
  35-67
  Nuclear	Damper
  68-00
  Meson	Screen
  Electronics Subtable
  1d100
  Specific Location
  0-40
  Sensors
  4-80
  Communications
  8-00
  Computer
  Crew Subtable
  1d100
  Specific Location
  0-20
  Flight/Command	Crew
  2-40
  Gunnery	Crew
  4-60
  Engineering	Crew
  6-00
  Other	Crew
  Special Subtable
  1d100
  Specific Location
  0-02
  Frozen	 Watch/Ship’s	 Troops/Low	 Passengers	
  Dead
  03-05
  Fire	Control	Out
  06-0
  Roll	on	the	Crew	subtable
  -20
  Power	Plant	Disabled
  2-35
  One	Hanger/Boat	Deck/Vehicle	Storage
  36-65
  Jump	Drive	Disabled
  66-80
  One	Screen	Disabled
  8-90
  Maneuver	Drive	Destroyed
  9-95
  Computer	Destroyed
  96-98
  Bridge	Destroyed
  99-00
  Vessel	Vaporized
  Crewmember Attack Subtable (Optional)
  1d100
  Equivalent Effect
  0-25
  	attack	for	d4	damage
  26-50
  	attack	for	d6	damage
  5-60
  	attack	for	d8	damage
  6-70
  	attack	for	d0	damage
  7-80
  	attack	for	3d6	damage
  8-90
  	attack	for	3d0	damage
  9-95
  d3	 attacks	 for	 3d6	 damage	 each	 (apply	 armor	
  separately	against	each)
  98-98
  d3	 attacks	 for	 3d0	 damage	 each	 (apply	 armor	
  separately	against	each)
  99
  d3	attacks	for	6d6	each	(apply	armor	separately	
  against	each)
  00
  All damage is lethal, i.e. inflicts Lifeblood damage.
  Tracking Internal Damage
  	
  Mark	 damaged	 systems	 with	 an	 X	 for	 each	 hit	 they	 take.	
  Mark	each	repair	with	a	/	(slash)	to	show	that	a	system	has	only	
  been	 temporarily	 repaired.	 Erase	 all	 marks	 when	 damage	 has	
  been	permanently	repaired.
  	
  Any	 subsequent	 hit	 to	 a	 previously	 damaged	 system	 will	
  destroy all battlefield repairs that have been completed. All 
  battlefield repairs are temporary at best. If a system is completely 
  damaged,	 it	 is	 disabled	 and	 no	 longer	 functions	 at	 all	 until	
  repaired.
  	
  Damage Explanations
  	
  How	damage	affects	individual	systems	is	detailed	below	in	
  alphabetical	order	by	system.
  	
  Appendage:	The	duty	rating	of	the	appendage	is	reduced	by	
  one	level.	Heavy	would	become	Medium,	a	Medium	appendage	
  reduced	to	a	Light	appendage,	and	a	Light	appendage	would	be	
  rendered	inoperable.
  	
  Cabin/Small Stateroom/Bunks:	 d3	 of	 the	 crew	 and	
  passenger	quarters	has	been	damaged	or	rendered	unusable,	
  reducing	the	available	living	space	for	the	crew	and	passengers.
  	
  Cargo Hold:	0%	(round	down)	of	the	cargo	hold	space,	and	
  any	cargo	within,	are	damaged	or	destroyed.
  	
  Computer: The	model number of a specific computer system 
  (targeting,	autopilot	etc)	is	reduced	by		for	every	hit	taken.	If	
  model	number	reaches	zero,	the	system	is	inoperable.
  	
  Crew:	0%	of	the	crew	within	the	affected	area	(a	minimum	
  of	one	person	aboard	small	ship,	probably	several	crewmembers	
  All Weapons
  Radiation Weapons	(Particle	Accelerators,	Nuclear	Missiles,	and	Meson	Guns)
  1d100
  Subtable
  1d100
  Subtable
  0-23
  Miscellaneous
  0-45
  Fire	Control
  24-50
  Fuel
  46-88
  Electronics
  5-72
  Fire	Control
  89-97
  Crew
  73-89
  Engineering
  98+
  Special
  90-92
  Screens
  93-94
  Electronics
  Weapon Platform
  Modifier
  95
  Crew
  Pulse	Laser
  +5	(does	not	apply	to	the	radiation	table)
  96+
  Special
  Nuclear	Missile
  +20	(does	not	apply	to	the	radiation	table)
  Spinal	Mount
  +40	(applies	to	both	tables)
  
  208
  9
  COmBAT
  aboard	a	larger	vessel)	is	seriously	injured	by	secondary	effects	
  of	the	weapon.	The	Referee	may	simply	assume	the	character	
  is “down” and out for the duration of the fight, or may use the 
  optional	 Crewmember	 Attack	 Table.	 Each	 affected	 person	 is	
  automatically	hit	by	the	equivalent	of	the	weapon	attack	listed,	
  representing hull spallation, electrocution, fire, etc.
  	
  Engineering Shop:	One	of	the	engineering	shops	aboard	
  the	vessel	has	been	damaged	or	rendered	inoperable,	reducing	
  the	available	machining	and	workshop	support	for	the	engineering	
  staff.
  	
  Frozen Watch: Some	vessels	carry	excess	crewmembers	
  in	low	berths,	to	be	awakened	in	the	event	of	crew	casualties.	
  Damage	to	the	low	berth	area	will	kill	these	personnel.
  	
  Fuel:	0%	of	the	available	fuel	stores	on	board	have	been	
  lost.	If	the	vessel	runs	out	of	fuel,	the	power	plant	will	shut	down.
  	
  Fuel Feed: Fuel	 feed	 becomes	 erratic.	 The	 ship	 can	
  maneuver, fire etc, but any attempt to Jump will result in a 
  catastrophic	Misjump	25%	of	the	time	and	a	minor	Misjump	50%	
  of	the	time.
  	
  Fuel Purification: The efficiency of the ship’s fuel purification 
  system is reduced by 10%, increasing the time it takes to refine 
  fuel	for	the	tanks.
  	
  Gravitics:	 Gravity	 aboard	 the	 vessel	 is	 reduced	 by	 0%	
  each	 time	 this	 system	 is	 hit.	 If	 gravity	 is	 reduced	 to	 less	 than	
  80%	the	ship	is	considered	to	be	a	low	gravity	environment.	If	
  gravity	is	reduced	to	30%	or	less,	consider	the	ship	to	be	a	trace	
  gravity	environment.	If	gravity	is	reduced	to	0%,	the	ship	and	its	
  inhabitants	 are	 left	 in	 a	 zero-g	 environment.	Apply	 any	 gravity	
  modifiers as appropriate.
  	
  Jump Drives:	A	jump	drive	can	take	up	to	its	Jump	rating	
  (-6)	in	hits	before	failing	to	work	at	all.	Each	hit	will	reduce	its	
  effective	Jump	range	by		parsec.
  	
  Laboratory:	One	of	the	undamaged	labs	aboard	the	vessel	
  has	been	damaged	or	rendered	inoperable,	reducing	the	available	
  lab	and	research	support	for	the	science	staff.
  	
  Low Berth:	 d4	 of	 the	 Low	 Berths	 aboard	 have	 failed	 or	
  been	damaged,	killing	the	occupants	inside	(if	any).
  	
  Maneuver Drives:	 A	 maneuver	 drive	 can	 take	 up	 to	 its	
  acceleration	rate	(-6	Gs)	in	hits	before	failing	to	work	at	all.	Each	
  hit	will	reduce	its	effective	acceleration	rate	by	-G.
  	
  Passengers:	5%	of	the	passengers	or	crew	have	been	either	
  injured	or	killed,	with	a	minimum	of	.
  	
  Power Plants:	A	power	plant	can	take	up	to	its	power	rating	
  (+)	in	hits	before	failing	to	work	at	all.	Each	hit	will	reduce	its	
  power	rating,	and	thus	its	output	(possibly	limiting	the	number	of	
  subsystems	that	may	be	operated	during	each	round).
  	
  Sensors:	Reduce	the	model	number	of	the	sensor	system	
  by		for	each	hit	taken.	This	will	reduce	the	effective	range	of	
  the	system.	If	the	model	number	is	reduced	to	zero	or	less,	the	
  system	is	disabled	completely	(but	not	destroyed).
  	
  Ship’s Locker:	The	 ship’s	 locker	 has	 been	 hit	 destroying	
  0%	of	the	contents	within.	If	the	locker’s	displacement	is	one	ton	
  or	less,	it	is	destroyed.
  	
  Ship’s Vehicle:	d3	vehicles	have	been	hit.	Treat	as	if	an	
  attack	had	hit	each	vessel	and	apply	the	damage	from	this	attack	
  against	each	normally.
  	
  Sickbay:	 One	 of	 the	 undamaged	 sickbays	 have	 been	
  damaged	or	rendered	inoperable,	reducing	the	available	lab	and	
  surgical	support	for	the	medical	staff.
  	
  Small Craft:	d2	small	craft	(-99	tons)	have	been	hit.	Treat	
  as	if	an	attack	had	hit	each	vessel	and	apply	the	damage	from	
  this	attack	against	each	normally.
  	
  Staterooms:	 d20	 staterooms	 have	 been	 damaged	 or	
  rendered	 unusable,	 reducing	 the	 available	 living	 space	 for	 the	
  crew	and	passengers.
  	
  Vehicle Shop:	One	of	the	vehicle	shops	aboard	the	vessel	
  has	been	damaged	or	rendered	inoperable,	reducing	the	available	
  machining	and	workshop	support	for	the	vehicle	and	mechanical	
  staff.
  Ship’s Weaponry Damage Explanations
  	
  50-ton Weapon Bay:	Reduce	the	bay’s	attack	rating	by	.	
  If	 the	 attack	 rating	 is	 ever	 reduced	 to	 zero	 or	 less,	 the	 bay	 is	
  rendered	inoperable.
  	
  100-ton Weapon Bay:	Reduce	the	bay’s	attack	rating	by	.	
  If	 the	 attack	 rating	 is	 ever	 reduced	 to	 zero	 or	 less,	 the	 bay	 is	
  rendered	inoperable.
  	
  Battery:	A	battery,	whether	it	consists	of		turret	or	0	or	
  more,	has	been	struck	and	damaged.	Reduce	the	battery’s	attack	
  rating	by	.	If	the	attack	rating	is	ever	reduced	to	zero	or	less,	the	
  battery	is	rendered	inoperable.
  	
  Magazine:	0%	of	the	ammo	stored	in	the	ship’s	magazines	
  has	been	destroyed	(causing	no	additional	damage).
  	
  Meson Screen:	Reduce	the	defense	rating	of	the	system	by	
  .	If	reduced	to	zero	or	less,	the	system	is	rendered	inoperable.
  	
  Nuclear Dampers:	 Reduce	 the	 defense	 rating	 of	 the	
  system	by	.	If	reduced	to	zero	or	less,	the	system	is	rendered	
  inoperable.
  	
  Repulsors:	Reduce	the	defense	rating	of	the	system	by	.	If	
  reduced	to	zero	or	less,	the	system	is	rendered	inoperable.
  	
  Spinal Mount:	Reduce	the	weapon’s	attack	rating	by	.	If	
  the	attack	rating	is	ever	reduced	to	zero	or	less,	the	weapon	is	
  rendered	inoperable.
  FORCE FIElDS (BlACK glOBE gEnERATORS)
   
  Force fields or black globe generators absorb any and 
  all energy, of whatever form, that contacts the field. They are 
  the	 most	 effective	 form	 of	 defense	 available	 for	 any	 ship,	 but	
  unfortunately	they	are	not	commercially	available,	found	only	as	
  recovered	alien	artifacts	of	immense	value	or	at	TL	F+.	Energy	is	
  absorbed	and	diverted	to	special	capacitors,	doing	no	damage	to	
  the	ship.	
   
  The drawback to force fields is that while any incoming 
  energy	 is	 absorbed,	 any	 outgoing	 energy	 is	 also	 absorbed.	A	
  ship operating a black globe force field cannot maneuver, use 
  its sensors or communications systems, fire its own weapons, or 
  even see outside the ship while within an active force field. 
  	
  The	black	globe	generator	might	seem	to	be	somewhat	less	
  than	useful	given	the	limitations,	were	it	not	for	that	fact	that	it	
  can be “flickered.” Each round, the screens operator decides at 
  what rate to flicker the force field at from 0 up to the USP rating 
  of	the	black	globe	generator	itself.	Each	rate	represents	a	0%	
  block of time, thus a flicker rate of 4 would mean the force field is 
  flicked “on” 40% of the time during this combat round. The force 
  field will absorb a percentage of the damage equal to the flicker 
  rate	x	0%	(round	up)	from	any	incoming	AND	outgoing	attack	
  this round. If a ship operating a black globe at a flicker rate of 
  4	would	normally	take	20	points	of	damage	from	an	attack,	the	
  force field would absorb 8 points. If the same ship operating the 
  black	globe	attacks	another	ship	and	hits	for	2	points	of	damage,	
  would actually only inflict 7 points on the other ship, after its own 
  force field absorbed 5 points of the outgoing energy.
  	
  Capacitors	 used	 for	 the	 black	 globe	 generator	 are	 able	
  to	 store	 up	 to	 36	 points	 of	 damage	 as	 EPs	 (Energy	 Points)	
  for	 every	 ton	 of	 them	 available.	 The	 primary	 drawback	 to	 this	
  defense	system	is	if	the	available	capacitor	storage	is	exceeded	
  because of damage absorbed by the force field the capacitors 
  will explosively discharge, inflicting the stored EP as damage to 
  the	ship.	Fortunately	however,	this	stored	energy	may	be	diverted	
  from	the	capacitors	to	power	the	ship’s	other	systems	as	needed,	
  but only when the generator is flicked “off.” Because of this there 
  is	a	limit	to	the	maximum	amount	of	power	than	can	actually	be	
  
  209
  9
  COmBAT
  drawn	from	the	capacitors	during	a	combat	round,	based	on	the	
  flicker rate and the maximum output rate of the ship’s power 
  plant.	A	ship	can	draw	down	from	the	capacitors	a	maximum	of	
  00%	 of	 its	 maximum	 power	 plant	 output	 per	 round,	 -0%	 for	
  every point of the globe flicker rate that round. For example, a 
  ship operating a black globe with a flicker rate of 4 and a power 
  plant	with	a	maximum	output	per	round	of	,000EPs,	could	draw	
  up	 to	 400EPs	 from	 the	 capacitors	 each	 round	 (if	 the	 power	 is	
  available).	 This	 energy	 can	 be	 used	 for	 any	 necessary	 ship’s	
  function.	 Using	 Capacitor	 energy	 to	 power	 a	 Jump	 drive	 has	
  unpredictable	and	often	disastrous	effects.
   
  Any black globe can be set to a flicker rate of 10, regardless 
  of the actual USP rating of the generator. A flicker rate of 10 is not 
  really flickering at all but rather the force field is in operation 100% 
  of	 the	 time	 during	 the	 round	 and	 ALL	 incoming	 and	 outgoing	
  damage	is	absorbed.
  	
  Some	types	of	weapons	are	more	effective	at	“overloading”	a	
  force field due to the nature of their attack and the power behind 
  them.	While	this	effect	does	not	increase	the	amount	of	damage	
  done,	it	does	increase	the	amount	of	actual	energy	that	has	to	be	
  absorbed by the field.
  TABlE: Weapon Efficiency vs. Black globe Force Fields
  Weapon Type
  Extra Energy Absorbed
  Lasers,	Plasma	Gun
  None
  Fusion	Gun,	Non-Nuclear	Missile
  Absorbed	Damage	x	2
  Particle	Accelerator
  Absorbed	Damage	x	5
  Meson	Gun
  Absorbed	Damage	x	20
  Nuclear	Missile
  Absorbed	Damage	x	00
  	
  Invisibility:	 Because	 a	 black	 globe	 generator	 absorbs	 all	
  incoming	energy,	this	has	the	effect	of	rendering	a	ship	effectively	
  invisible.	This	won’t	help	much	when	already	in	combat	if	a	ship	
  suddenly turns on its force field to hide, its enemies will easily be 
  able	to	plot	the	future	position	of	the	ship	based	on	its	previous	
  trajectory;	the	now	“invisible”	ship	cannot	alter	its	current	course	
  and speed while under the protection of the field. The enemy’s 
  plot	predictions	will	always	be	correct.
  	
  This	trick	does	come	in	handy	when	jumping	into	an	enemy	
  system	on	a	pre-plotted	course	with	the	black	globe	generators	
  running at a flicker rate of 10. It will be impossible for the enemy 
  to	detect	the	presence	of	the	ship	until	it	decides	to	turn	off	the	
  generator	 and	 reveal	 itself	 to	 bombard	 a	 planet	 or	 engage	 an	
  enemy fleet with complete tactical surprise. Of course, there are 
  risks…
  mESOn ATTACKS
  	
  Attacks	by	meson	weapons	do	not	use	the	vehicle	or	ship’s	
  Armor	rating	when	calculating	the	vessel’s	AC.	Instead	the	rating	
  of	any	Meson	Screens	installed	are	used	in	place	of	the	Armor	
  rating.	 This	 is	 because	 meson	 weapons	 pass	 straight	 through	
  armor.	The	only	effective	defense	against	a	meson	attack	is	a	
  meson screen. Certain hull configurations are less susceptible 
  to meson attacks due to targeting difficulty while others are 
  particularly susceptible to the fire of a meson weapon. 
   
  Meson attacks also inflict radiation damage (see below).
  	
  Vehicle or Starship Armor Class vs. Meson Attacks:	0	+	
  Meson Screen rating + Hull Configuration Modifier (see below) + 
  Agility modifier + size modifier
  Ship Hull Configuration
  AC Modifier
  Needle/Wedge
  +2
  Cone
  +
  Cylinder
  +0
  Closed	Structure
  -3
  Sphere
  -4
  Flattened	Sphere
  -2
  Dispersed	Structure
  +5
  Planetoid
  -6
  Buffered	Planetoid
  +4
  RADIATIOn ATTACKS
   
  Some weapons inflict radiation damage in addition to their 
  normal	 damage.	 When	 determining	 radiation	 damage	 from	
  nuclear	missiles,	and	particle	accelerators	(but	not	meson	guns),	
  use	the	rating	of	any	installed	Nuclear	Dampers	(if	any)	in	addition	
  to	the	Armor	rating	when	determine	the	AC	of	the	targeted	ship.	
  Against	the	type	of	radiation	produced	by	meson	guns,	armor	is	
  ineffective	and	only	nuclear	dampers	will	have	any	effect.
   
  Meson guns mounted on vehicles inflict radiation damage 
  in	the	same	manner	as	starship-mounted	ones.	Their	damage	is	
  scaled	when	attacking	starships	even	though	they	ignore	armor,	
  since	vehicular	meson	guns	are	lighter	than	shipboard	ones.
  CRASHES
  If	a	vehicle	crashes	on	its	own	(i.e.	it	was	not	involved	in	
  a	collision	with	another	vehicle,	a	building,	etc.)	the	amount	of	
  damage	it	suffers	will	depend	on	how	big	the	vehicle	is	and	what	
  speed	it	was	travelling.	Roll	the	base	damage	listed	for	the	speed	
  of	the	vehicle,	and	multiply	this	by	the	size	damage	multiplier	as	
  determined	below.	The	damage	is	expressed	as	a	percentage	of	
  the	total	original	SI	value	of	the	vessel.	
  Speed
  Base Damage
  Penetrating Damage
  Very	Slow
  d3-
  d4-2	 rolls	 on	 the	 Internal	
  Damage	Table
  Slow
  d4
  d6-2	 rolls	 on	 the	 Internal	
  Damage	Table
  Cruising	Speed
  d6
  d6	 rolls	 on	 the	 Internal	
  Damage	Table
  Fast
  d8
  d8	 rolls	 on	 the	 Internal	
  Damage	Table
  Max	Speed
  d0
  d0	 rolls	 on	 the	 Internal	
  Damage	Table
  Vehicle or
  Damage
  Ship
  Item Size
  Multiplier
  Size
  up	to	49g
  0.
  -
  50-499g
  0.2
  -
  500g-4.9kg
  0.5
  -
  5-49kg
  
  -
  50-499kg
  2.5
  -
  500-999kg
  5
  -
  ,000-9,999kg
  7.5
  -9	tons
  0,000-99,999kg
  0
  0-99	tons
  00,000-999,999kg
  25
  00-999	tons
  ,000,000+kg
  50
  ,000-9999	tons
  -
  75
  0,000-99,999	tons
  -
  00
  00,000+	tons
  	
  
  20
  9
  COmBAT
  Battlefield Repairs
  	
  Field	 repairs	 are	 no	 substitute	 for	 a	 complete	 repair	 job,	
  but	when	time	is	of	the	essence,	these	“patches”	may	mean	the	
  difference	between	survival	and	extinction.	A	damaged	system	
  can	be	temporarily	repaired	up	to	an	effective	factor	equal	to	its	
  original	undamaged	factor	–.
  	
  When	 such	 repairs	 are	 complete	 the	 system	 will	 begin	
  functioning	 at	 its	 repaired	 level.	 When	 not	 in	 combat,	 an	
  appropriate	 skill	 check	 (DC5)	 should	 be	 made	 by	 the	 chief	
  engineer/mechanic	every	d6	days	to	be	sure	that	nothing	goes	
  amiss	with	the	patches	until	a	proper	repair	job	can	be	carried	
  out.
  DAmAgE COnTROl OFFICER
   
  One character should be designated damage control officer 
  (DCO).	 This	 person	 is	 responsible	 for	 overseeing	 all	 in-battle	
  repairs,	and	thus	will	make	all	dice	rolls	for	that	position.	It	is	best	
  if	this	person	has	appropriate	skills	(Leader,	plus	T/Engineering,	
  T/Mechanical,	 T/Electronics,	 or	 T/Gravitics)	 and	 feats	 such	 as	
  Damage	 Control,	 Jury	 Rig,	 and/or	 Miracle	 Worker.	 On	 smaller	
  ships	the	DCO	is	most	likely	the	Chief	Engineer.	If	there	is	no	
  Chief	Engineer	and	no	one	has	any	appropriate	feats	and	skills,	
  select	 any	 character	 not	 otherwise	 occupied	 to	 make	 all	 DCO	
  rolls.
  	
  Damage Control:	 This	 feat	 allows	 the	 chief	 engineer	 or	
  DCO	 to	 more	 quickly	 and	 accurately	 assess	 the	 damage	 and	
  implement	a	plan	of	repair.	Reduce	the	repair	DC	by	5.
  	
  Jury Rig:	Unorthodox	but	usually	effective	solutions	are	the	
  hallmark	of	this	feat,	giving	a	+2	bonus	to	all	repair	checks.
  	
  Miracle Worker:	When	attempting	to	repair	a	system,	the	
  chief	engineer	may	attempt	to	use	this	feat,	but	it	must	be	declared	
  before	the	repair	check	roll	is	made.	If	the	skill	check	is	successful,	
  the	system	is	automatically	repaired	to	its	original	rating	less	one	
  factor.	This	feat	can	only	be	used	once	per	damaged	system	until	
  fully	repaired.
  	
  Skill Synergy:	For	every	5	ranks,	or	portion	thereof	the	DCO	
  possesses	in	the	appropriate	skill	(e.g.	Gravitics	for	a	maneuver	
  drive)	for	the	repair	add	+	to	all	repair	checks.
  	
  THE EngInEERIng CREW
  	
  For	the	Engineering	crew	to	be	most	effective,	it	must	be	fully	
  staffed.	If	the	vessel	has	taken	crew	losses	in	the	battle,	these	will	
  affect	the	performance	of	the	engineering	crew	by	an	equivalent	
  factor.	
  	
  Each	 round	 the	 DCO	 must	 specify	 the	 percentage	 of	 the	
  engineering	crew	she	needs	for	damage	control,	in	5%	increments,	
  up	to	the	remaining	percentage	of	the	crew.	For	example,	if	a	ship	
  has	suffered	45%	crew	losses	so	far,	the	DCO	can	request	up	to	
  55%	of	the	crew,	in	5%	increments	(00%	-	45%	losses	=	55%	
  remaining).	These	crewmembers	are	not	available	for	any	other	
  task	this	round.
  	
  Every	0%	(or	less)	shortage	in	available	engineering	crew	
  incurs	a	–	penalty	to	all	repair	checks	this	round.	So	if	the	DCO	
  allocated	only	75%	of	the	total	crew	to	damage	control,	she	would	
  suffer	a	–3	penalty.
  REpAIR RAnK
  	
  The	 repair	 rank	 of	 the	 engineering	 crew	 is	 equal	 to	 the	
  average	appropriate	skill	rank	of	each	member	of	the	engineering	
  crew	(round	down).	This	will	be	used	when	making	any	repair	
  checks.
  EngInEERIng SHOpS
   
  A sufficient number of available engineering shops to support 
  the	 engineering	 crew	 (	 shop	 per	 20	 engineers)	 will	 greatly	
  improve	the	chances	of	expedient	repairs	by	adding	a	+2	bonus	
  to	all	repair	checks.
  mAKIng A BATTlEFIElD REpAIR
   
  Using the table below, find the skill and DC required for the 
  repair.	If	the	chief	engineer	or	DCO	has	the	Damage	Control	feat,	
  reduce	the	DC	by	–5.
  	
  The	 chief	 engineer	 or	 DCO	 now	 rolls	 d20,	 adding	 the	
  Repair	 Rank	 of	 the	 engineering	 crew	 for	 the	 appropriate	 skill	
  and	any	shop	bonus,	crew	loss	penalties,	or	other	bonuses	the	
  chief	engineer/DCO	provides.	If	the	roll	total	is	greater	than	the	
  required	 DC,	 remove	 one	 recorded	 hit	 from	 the	 system.	 For	
  example	a	maneuver	drive	that	had	taken	3	previous	hits	would	
  now	be	marked	as	having	taken	only	2	hits,	improving	its	effective	
  factor	by	.
  	
  A	critical	success	(a	natural	20	on	the	skill	check	die	roll)	will	
  result	in	one	extra	hit	being	repaired	on	the	system	this	round.	
  If	the	extra	repair	was	not	needed,	it	is	wasted	and	may	not	be	
  applied	to	another	system.
  	
  These	 DCs	 assume	 6-second	 personal	 combat	 rounds.	A	
  repair	check	is	a	full	round	action	for	both	the	chief	engineer/DCO	
  and	the	members	of	the	engineering	crew	applied	to	the	task.
  	
  Take10:	Increase	time	required	to		minute	(	vehicle	combat	
  round,	0	personal	combat	rounds),	reduce	DC	by	0.
  	
  Take20:	 Increase	 time	 required	 to	 	 hour	 (	 ship	 combat	
  round,	60	vehicle	combat	rounds,	600	personal	combat	rounds),	
  reduce	DC	by	20
  System to be Repaired
  Skill Required
  DC
  Engineering
  -
  -
  Jump	Drive
  T/Engineering
  40
  Maneuver	Drive
  T/Engineering
  36
  Power	Plant
  T/Engineering
  26
  Screens
  T/Electronics
  38
  Fire	Control	or	Vehicle	
  Weapons
  T/Electronics	or	T/Mechanical
  36	or	34
  Low	Berths
  T/Medical	or	T/Electronics
  36	or	34
  Electronics
  T/Electronics
  24
  Mechanical
  T/Mechanical
  22
  Other	Miscellaneous
  T/Mechanical	or	T/Electronics
  20	or	20
  Grav	Units
  T/Gravitics
  20
  Personal	Equipment
  T/Electronics	or	T/Mechanical
  20	or	20
  permanent Repairs
   
  Battlefield repairs will get a vessel by temporarily, but sooner 
  or	later	(usually	sooner),	the	damage	will	need	to	be	completely	
  repaired	at	a	proper	shipyard	or	maintenance	facility.	A	class	C	
  starport will typically have sufficient facilities to handle repairs 
  to	 any	 vessel	 under	 ,000	 tons,	 but	 will	 be	 unable	 to	 handle	
  repairs	to	Jump	drives.	Repairs	can	be	completed	at	a	rate	of		
  SI	damage	per	day	of	repair	work,	and		system	can	be	repaired	
  completely	(regardless	of	the	amount	of	damage)	per	week.	
  	
  Material	costs	for	repairing	SI	damage	are	Cr00	per	point	of	
  damage	repaired	or	(if	necessary)	the	total	cost	of	replacement.	
  For	systems	the	material	cost	is	0%	of	the	original	value	of	the	
  system	per	hit	it	has	taken.	If	someone	other	than	the	engineering	
  crew	is	hired	to	handle	the	repairs,	the	cost	will	be	Cr000	per	
  day	plus	material	expenses.
  	
  For	class	B	starports,	any	vessel	up	to	0,000	tons	may	be	
  accommodated	and	Jump	drives	can	be	repaired,	but	the	costs	
  
  2
  9
  COmBAT
  will	increase	to	Cr20	per	point	of	SI	repaired.	Up	to	2	SI	can	be	
  repaired	per	day,	and	up	to	2	systems	repaired	per	week.
  	
  Class	A	 starports	 can	 accommodate	 any	 size	 vessel	 and	
  also	repair	Jump	drives.	Costs	at	these	starports	rise	to	Cr50	
  per	SI	repaired,	but	up	to	5	SI	can	be	repaired	per	day,	and	up	to	
  3	systems	per	week.
  
  22
  ADVEnTURIng
  10
  Travellers	face	a	multitude	of	challenges	in	the	course	of	their	
  adventures.	Just	ensuring	that	they	can	get	enough	to	eat	every	
  day can be a problem, especially if money is tight. Out in the field, 
  the	hazards	multiply.	The	local	environment	can	be	lethal	to	those	
  without	proper	survival	equipment,	and	the	most	serene	location	
  can	hide	deadly	danger	in	a	multitude	of	forms.
  	
  lIVIng ExpEnSES
  	
  Characters	 need	 to	 feed	 themselves	 and	 have	 a	 place	 to	
  live	 while	 not	 involved	 in	 adventures.	 It	 is	 not	 possible	 to	 live	
  forever	off	ration	bars	and	glop	from	a	fusion	still.	Barbarians	in	
  their	home	environment	can	be	considered	to	live	“for	free”	from	
  farming,	 gathering,	 hunting	 and	 trapping	 what	 they	 need,	 but	
  everyone	else	needs	to	pay	for	long-term	subsistence.
  BASIC CUISInE On A DAIly BASIS
  	
  Food	is	available	in	a	variety	of	forms	and	qualities.	Prices	
  indicated	are	per	person.
  	
  Restaurant	 meals	 of	 ordinary	 quality	 cost	 Cr0	 per	 day.	
  Excellent	 quality	 meals	 range	 in	 price	 from	 Cr20	 to	 Cr50	 per	
  person.	Travellers’	Aid	Society	facilities	provide	excellent	quality	
  meals	to	members	and	guests	for	Cr20.
  	
  Food	purchased	from	vendors	for	preparation	at	home	costs	
  about	Cr5	per	day,	and	weighs	about		kg.
  	
  Preserved	foods	for	rations	on	expeditions	may	be	canned	or	
  packaged	(Cr20	per	day,	weighs	.5	kg)	or	dehydrated	(Cr25	per	
  day,	weighs	.2	kg,	dependent	on	locally	supplied	water).
  SUBSISTEnCE On A lOng TERm BASIS
  	
  In	 situations	 where	 time	 passes	 quickly,	 personal	 survival	
  or	 subsistence	 costs	 can	 be	 assumed	 to	 be	 the	 values	 given	
  below:
  	
  Starvation Level:	A	person	must	consume	at	least	kg	of	
  food	per	day	or	they	will	begin	starving.	A	day’s	ration	of	canned,	
  packaged,	 or	 dehydrated	 food	 is	 equal	 to	 the	 kg	 of	 standard	
  fare,	regardless	of	actual	weight.	A	character	can	survive	for	a	
  number	of	days	equal	to	their	Constitution	before	starting	to	suffer	
  the	effects	of	starvation,	but	they	will	not	heal	from	any	injuries	
  during	this	period.	For	each	extra	day	spent	beyond	this	period	
  with insufficient food supplies, a character will lose 1 point of 
  Lifeblood.
  	
  Subsistence Level:	A	character	spending	less	than	required	
  by	their	Social	Standing	on	food	and	lodging	are	considered	to	
  be	existing	at	subsistence	level.	While	at	this	level,	their	Social	
  Standing	will	be	temporarily	lowered	to	a	value	equal	to	the	level	
  of	 support	 the	 character	 can	 afford	 plus	 their	 original	 Social	
  Standing	bonus.	For	example	a	character	with	a	normal	Social	
  Standing	of	2	can	currently	only	afford	to	spend	Cr600	per	month	
  on	food	and	lodging.	This	amount	is	enough	to	support	a	normal	
  Social	Status	of	6.	Adding	his	original	Social	Status	bonus	of	+,	
  the	character	has	a	temporary	Social	Status	of	7	until	they	can	
  afford	to	once	again	spend	enough	to	support	their	true	status.
  	
  Ordinary Level:	A	character	must	spend	Cr00	per	point	of	
  Social	Standing	each	month	on	food	and	lodging	to	support	the	
  lifestyle	that	comes	with	their	status.
  	
  High Living:	A	 character	 that	 spends	 Cr250	 per	 point	 of	
  Social	Standing	a	month	or	more	is	considered	to	be	living	the	
  high	life,	the	best	of	foods,	high	quality	lodging,	etc.	Of	course,	
  what	 is	 high	 living	 to	 someone	 with	 a	 Social	 Standing	 of	 3	 is	
  quite	different	than	someone	with	a	Social	Standing	of	5…	Any	
  character	trying	for	an	increase	in	social	standing	must	be	living	
  at	this	level	on	a	constant	basis.
  	
  Starships:	Passengers	and	crewmembers	have	their	food	
  and	lodging	provided.
  mEDICAl CARE
  	
  Adventuring	is	not	the	safest	of	occupations,	and	sooner	or	
  later	characters	are	going	to	need	medical	care.	Where	hospitals	
  and	other	medical	services	are	available,	it	can	be	assumed	that	
  characters	 will	 receive	 whatever	 treatment	 they	 need	 and	 be	
  covered	by	medical	insurance	included	in	their	general	expenses.	
  At	times,	the	Referee	may	rule	that	characters	have	to	pay	for	
  care	or	that	proper	care	is	not	available	quickly	enough.		At	these	
  times, and in the field, characters may decide to use their own 
  resources.
   
  T/Medical skill rank 4 is sufficient to qualify a character for the 
  position	of	medic	on	a	starship	crew.	A	character	with	a	Medical	
  (Doctorate)	degree	and	a	T/Medical	skill	rank	of	4	or	higher	can	
  use	the	title	Doctor.	This	assumes	a	license	to	practice	medicine	
  which	includes	writing	prescriptions,	handling	most	ailments,	and	
  dealing	 with	 other	 doctors	 on	 a	 professional	 level.	 Characters	
  who fit this description and also have the Surgery feat can title 
  themselves	“Surgeon”.
  	
  If	the	patient	is	being	treated	for	a	life-threatening	condition	
  and	the	T/Medical	check	fails,	the	patient	must	make	a	Fortitude	
  save	 (DC5)	 or	 they	 will	 die	 immediately.	 Note	 that	 checks	 to	
  treat	diseases	and	chronic	conditions	do	not	instantly	cure	the	
  ailment.	They	represent	the	provision	of	care	such	that	the	patient	
  does	not	get	any	worse,	or	perhaps	part	of	a	long-term	therapy	
  that	might	result	in	recovery.
  mEDICAl TREATmEnT ‘In THE FIElD’
  	
  Damage	to	lifeforms	must	be	healed,	either	naturally,	through	
  the	intervention	of	a	medical	practitioner,	or	via	a	technological	
  device.
  	
  Natural Lifeblood Healing:	 Lifeblood	 heals	 naturally	 at	 a	
  rate	of		point	per	week	of	rest.	For	longer-term	healing,	the	total	
  recovery	period	from	a	given	set	of	wounds	is	equal	to	one	week	per	
  point of Lifeblood lost, minus the character’s constitution modifier, 
  with	a	minimum	of		week	total	recovery.	Thus	a	character	resting	
  up	after	taking	7	points	of	Lifeblood	damage	would	be	completely	
  healed after 5 weeks if his constitution modifier was +2 (7 minus 
  +2	=	5),	and	8	weeks	if	it	were	–	(7	minus	–	=	8).
  	
  Natural Stamina Healing:	 Stamina	 is	 automatically	
  recovered at a rate of (1 point + Constitution modifier per character 
  level)	per	hour	of	rest.	If	the	character	has	a	negative	Constitution	
  modifier, the character will require a number of hours equal to 
  (numeric value of Con modifier +1) to heal 1 point of Stamina. For 
  example a character with a 16 Con (+3 modifier) would recover 
  stamina	at	a	rate	of	4	points	per	hour	of	rest,	while	a	character	
  with a 6 Con (-2 Modifier) would heal at a rate of 1 point per 3 
  hours	of	rest.	It	requires	a	minimum	of		hour	to	regain	a	Stamina	
  point.
  	
  Healing Attribute Damage: Many	 injuries	 that	 reduce	
  damage	on	a	short-term	basis	result	in	the	attribute	returning	to	
  normal	after	the	situation	has	passed.	However,	conditions	such	
  as	 disease	 and	 poisoning	 that	 reduce	 an	 attribute	 can	 take	 a	
  long	 time	 to	 heal.	 Every	 week	 of	 rest	 and	 reasonable	 medical	
  treatment,	the	character	may	make	a	DC	5	Fortitude	check	for	
  every	attribute	that	has	been	reduced.	If	successful,	the	character	
  ADVEnTURIng
  
  23
  ADVEnTURIng
  10
  regains	 one	 point.	 If	 medical	 treatment	 is	 available,	 the	 DC	 is	
  modified as per the Medical Procedures table, above.
  	
  Treating Disease: Various	 kinds	 of	 disease	 and	 infection	
  are	detailed	later	in	this	chapter.	The	DC	associated	with	treating	
  a	disease	depends	upon	the	severity	and	type	of	the	ailment	as	
  listed	in	the	table	above.	Contracting	diseases	is	detailed	under	
  ‘disease	and	infection’,	later	in	this	chapter.
  	
  Treating Poisoning: Characters	with	T/Medical	or	First	Aid	
  skill	may	attempt	to	treat	a	poisoned	character.	If	they	act	quickly	
  enough	(within		round)	they	may	be	in	time	to	slow	the	spread	
  of	the	poison	and	gain	time	for	proper	treatment	to	prevent	the	
  poison	from	having	any	effect	at	all.	Slowing	the	poison	in	this	way	
  is	DC0.	If	successful,	the	character	gains		minute	to	perform	a	
  proper	treatment	before	the	poison’s	initial	effect	is	felt.	
   
  Treating poison properly is difficult, and is normally in time 
  only	 to	 prevent	 the	 poison’s	 secondary	 (usually	 more	 serious)	
  effect. DC to treat a poison victim is 20, subject to the modifiers 
  above;	 it	 can	 be	 seen	 that	 anti-toxin	 of	 some	 kind	 is	 of	 great	
  benefit. If no actual anti-toxin is available, the medic may be able 
  to	 improvise	 something	 that	 will	 help	 somewhat.	 For	 example,	
  giving	 the	 character	 a	 fatty	 drink	 like	 milk	 might	 slow	 the	
  absorption	of	an	ingested	poison.	Improvised	measures	like	this	
  give a –2 modifier to the treatment DC. A character who makes a 
  K/Toxicology	check	at	DC5	receives	a	+5	bonus	to	his	roll	when	
  treating	a	poisoned	character.
  	
  First Aid:	A	character	that	has	the	T/Medical	skill	may	attempt	
  to	treat	unconscious	(0	or	fewer	Stamina	points)	and	dying	(0	or	
  fewer	Lifeblood	points)	victims.	A	successful	T/Medical	skill	check	
  (DC5)	will	revive	unconscious	victims	(raising	their	Stamina	to	
  ),	and	stabilize	dying	characters	(raising	their	Lifeblood	to	).	
  Applying first aid is a full round action. If the character treating the 
  victim	has	a	medical	kit	to	hand,	they	may	add	the	kit’s	bonus	to	
  these	medical	skill	checks.
  	
  Medical Drug:	 Heals	 3d6	 Stamina,	 d4	 Lifeblood.	 If	 the	
  Medical	Drug	is	taken	more	than	once	in	a	24-hour	period	there	
  is	a	high	risk	of	overdose.	The	user	must	make	a	Fortitude	saving	
  throw	(DC20)	or	immediately	fall	unconscious	(reduce	Stamina	to	
  0)	and	suffer	3d6	Lifeblood	damage.
  	
  	
  Medical	Drug	TL8	
  Cr00	per	dose
  TREATIng DISEASE AnD InFECTIOn
  	
  Once	 a	 character	 has	 contracted	 a	 disease,	 infection	 or	
  parasitic infestation, his body will do its best to fight the condition, 
  which	may	or	may	not	be	enough.	Some	medical	treatments	are	
  designed	 to	 cure	 the	 disease,	 while	 others	 simply	 support	 the	
  body	 and	 reduce	 secondary	 infections	 until	 the	 body	 can	 cure	
  itself.	Some	diseases,	such	as	cancers,	may	require	surgery	as	
  well	as	other	treatments.	The	Referee	will	need	to	determine	the	
  broad	characteristics	of	a	disease	that	a	character	is	exposed	to	
  –	viral,	bacterial	etc,	severity	and	whether	or	not	the	condition	
  is chronic. Chronic conditions are difficult to treat as they keep 
  coming	back	time	and	again.	
  	
  A	character	who	is	suffering	from	disease	or	infection	heals	
  Lifeblood	and	Stamina	at	half	the	normal	rate.
  	
  Diseases	 can	 be	 subdivided	 as:	 Mild,	 Serious	 and	 Life-
  Threatening.
  	
  A	character	who	is	suffering	from	a	Mild	disease	is	treated	as	
  if	his	Stamina	was	¾	its	normal	maximum	and	suffers	a	blanket	
  –2	penalty	on	all	his	actions.	
  	
  A	character	with	a	Serious	disease	should	not	be	out	of	bed.	
  Stamina	and	Lifeblood	are	halved,	and	in	addition	to	a	blanket	–4	
  penalty	on	all	actions	he	is	treated	as	if	his	attributes	were	at	¾	of	
  their	normal	value.
  	
  A	 character	 with	 a	 Life-threatening	 illness	 is	 treated	 as	 if	
  Stamina	and	Lifeblood	are	at	¼	their	normal	value	and	all	his	
  attributes	are	halved.	He	also	suffers	a	–8	penalty	on	all	actions
  	
  Terminal	 diseases	 are	 a	 special	 case.	A	 character	 with	 a	
  Terminal	disease	may	actually	have	few	symptoms	may	actually	
  have few ill-effects at first; the fact that a disease will eventually 
  kill	a	character	may	not	prevent	him	from	acting	normally.	The	
  severity	of	symptoms	depends	upon	the	phase	of	the	disease:	
  Mild, Serious, Life-threatening and finally Terminal. A character in 
  the	terminal	phase	(as	distinct	from	having	a	terminal	disease)	of	
  a	disease	is	bedridden	and	incapable	of	doing	much	for	himself.
  	
  Infected	 wounds	 are	 normally	 Mild	 to	 begin	 with,	 but	 can	
  become	very	serious.
  	
  Attempts	to	treat	any	given	disease,	infestation	or	infection	
  can	be	made	every	week.	The	DC	of	treating	any	given	condition	
  is	listed	in	the	table	above.	If	the	T/Medical	check	is	made	and	the	
  condition	is	successfully	treated,	it	will	not	deteriorate	any	further	
  Table: Medical Procedures
  Medical Procedure
  DC
  Aid	a	choking	victim
  5
  Staunch	bleeding/apply	tourniquet
  5
  Administer	injection/IV
  5
  Cardio/Pulmonary	Resuscitation
  5
  Set	broken	limb/rib
  5
  Venomous	bite/sting	treatment
  (Slows	the	spread	of	a	poison)
  0
  Apply/remove	stitches
  0
  Tracheotomy
  5
  Treat	non-terminal	virus
  0
  Treat	wound	infection
  0
  Treat	terminal	virus
  5
  Treat	non-terminal	disease
  20
  Treat	poisoning
  20
  Treat	terminal	disease
  25
  Treat	non-terminal	cancer
  30
  Treat	terminal	cancer
  35
  Routine	surgery	(remove	bullet,	appendicitis)
  Requires	the	Surgery	feat
  25
  Serious	surgery	(amputation,	heart	surgery)
  Requires	the	Surgery	feat
  30	
  Major	surgery	(brain	surgery)
  Requires	the	Surgery	feat
  35	
  Modifiers
  DC
  Under fire
  +5
  Rushed
  +0
  Anti-toxin	Available
  -0
  Hi-Tech	Hospital
  -5
  Mid-Tech	Hospital
  -0
  Lo-Tech	Hospital
  -5
  Hi-Tech	Field	Hospital
  -0
  Mid-Tech	Field	Hospital
  -5
  Hi-Tech	Surgical	Field	Kit
  -5
  Lo-Tech	Surgical	Field	Kit
  +5
  No	Surgical	tools
  +0
  Chronic	Condition
  +5
  
  24
  ADVEnTURIng
  10
  and	there	is	a	chance	that	the	patient	will	start	to	recover.	If	the	
  check	is	failed,	the	patient	may	become	worse.
  	
  Each	week,	a	diseased	or	infected	character	must	make	a	
  Fortitude	check	at	the	DC	listed	below.	If	the	check	is	made	(and/
  or	the	T/Medical	check	is	successful),	the	character	does	not	get	
  any	worse.	If	the	Fortitude	check	is	made	by	it	is	made	by	0	
  or	more,	the	character	improves	one	condition;	Life-Threatening	
  to	 serious,	 serious	 to	 mild,	 mild	 to	 healthy.	 Terminal	 illnesses	
  never	get	any	better	unless	special	measures	are	available	such	
  as a specific cure. Finding such a cure might be an adventure 
  opportunity.
  	
  	
   
  Table: Disease and Infection Recovery DCs
  Condition
  DC
  Mild
  5
  Serious
  0
  Life-Threatening
  5
  Modifiers to DC
  Total	Neglect	
  +0
  Basic	self-care	only
  +5
  Medical	Care	Available
  +0
  T/Medical	Treatment	Check	Successful
  +5
  Specific Treatments Available
  +0
  	
  mOVEmEnT
  	
  There	are	three	movement	scales	in	the	game:
  	
  Personal or Tactical:	 for	 combat	 between	 people	 and/or	
  creatures,	measured	in	meters	per	round.
  	
  Vehicle or Local:	for	combat	between	vehicles	or	exploring	
  an	area,	measured	in	meters	per	minute.
  	
  Ship or Overland:	 for	 ship-to-ship	 combat	 (measured	 in	
  32,000km	hexes	per	hour)	or	getting	from	place	to	place	on	a	
  planet	(measured	in	kilometers	per	hour	or	day).	
  mODES OF CREATURE mOVEmEnT
  	
  While	 moving	 at	 the	 different	 movement	 scales,	 creatures	
  generally	walk,	hustle,	or	run.	These	rates	assume	normal	gravity	
  and	similar	conditions.	Low	or	high	gravity	(outside	a	range	of	
  0%	above	or	20%	below	standard)	will	reduce	the	movement	
  rate.
  	
  Walk:	A	walk	represents	unhurried	but	purposeful	movement	
  at	5.4	kilometers	per	hour	for	an	unencumbered	human.	
  	
  Hustle:	A	hustle	is	a	jog	or	similar	quick	but	not	excessively	
  hard	 movement;	 this	 is	 about	 0	 kilometers	 per	 hour	 for	 an	
  unencumbered	 human.	 The	 double	 move	 action	 represents	 a	
  hustle.	
  	
  Run (x3):	 Moving	 three	 times	 your	 character’s	 standard	
  speed	is	a	running	pace	for	a	character	in	heavy	armor.	
  	
  Run (x4):	Moving	four	times	your	character’s	standard	speed	
  is	a	running	pace	for	a	character	in	light,	medium,	or	no	armor.	
  TACTICAl mOVEmEnT
  	
  Use	 tactical	 speed	 for	 combat	 between	 people	 and/or	
  creatures,	 measured	 in	 six-second	 rounds.	 Tactical	 movement	
  is	 also	 used	 when	 handling	 combats	 involving	 people	 and/or	
  creatures,	along	with	vehicles	and/or	ships.
  VEHIClE/lOCAl mOVEmEnT
  	
  Characters	exploring	an	area	use	local	movement,	measured	
  TABLE: Movement and Distance
  Base Speed
  6m
  9m
  12m
  One Personal Round/Tactical Movement – 6 seconds
  Walk
  6m
  9m
  2m
  Hustle
  2m
  8m
  24m
  Run	(x3)
  8m
  27m
  36m
  Run	(x4)
  24m
  36m
  48m
  One Vehicle Round/Local Movement – 1 minute
  Walk
  60m
  90m
  20m
  Hustle
  20m
  80m
  240m
  Run	(x3)
  80m
  270m
  360m
  Run	(x4)
  240m
  360m
  480m
  One Ship Round/Overland Movement – 1 hour
  Walk
  3.6km
  5.4km
  7.2km
  Hustle
  7.2km
  0.km
  4.4km
  Run	(x3)
  0.8km
  5.4km
  2.6km
  Overland Movement - 1 day
  Walk
  28.8km
  43.2km
  57.6km
  Hustle
  57.6km
  86.4km
  5.2km
  (Assumes	8	hours	spent	actually	traveling)
  	
  Hampered Movement:	Obstructions,	bad	surface	conditions,	
  or	poor	visibility	can	hamper	movement.	The	Referee	determines	
  the category that a specific condition falls into (see the Hampered 
  Movement	table,	below).	When	movement	is	hampered,	multiply	
  the	 standard	 distance	 by	 the	 movement	 penalty	 (a	 fraction)	 to	
  determine	the	distance	covered.	
  	
  If	 more	 than	 one	 condition	 applies,	 multiply	 the	 normal	
  distance	covered	by	all	movement	penalty	fractions	that	apply.	
  TABLE: Hampered Movement 
  Condition
  Example
  Movement	Penalty
  Gravity
  Moderately	Low
  0.75g
  x4/5
  Low
  0.5g
  x3/5
  Very	Low
  0.25g
  x/2
  Moderately	High
  .25g
  x3/4
  High	
  .5-2g
  x/3
  Very	High
  2+g
  x/5
  Obstruction
  Moderate
  Undergrowth
  x3/4
  Heavy
  Thick	undergrowth
  x/2
  Surface
  Bad
  Steep	slope	or	mud
  x/2
  Very	bad
  Deep	snow
  x/4
  Poor visibility
  Darkness	or	fog*
  x/2
  *Includes	any	effects	that	create	a	“fog”.
  
  25
  ADVEnTURIng
  10
  in	minutes.	Vehicles	in	combat	with	other	vehicles,	or	vehicles	
  and	ships	in	combat	together	use	this	scale	of	movement.
  	
  Walk:	A	character	can	walk	without	a	problem	on	the	local	
  scale.	
  	
  Hustle:	A	character	can	hustle	without	a	problem	on	the	local	
  scale.	See	Overland	Movement,	below,	for	movement	measured	
  in	hours.	
  	
  Run:	A	character	with	a	Constitution	score	of	9	or	higher	can	
  run	for	a	minute	without	a	problem.	Generally,	such	characters	
  can	 run	 for	 about	 a	 minute	 or	 two	 before	 having	 to	 rest	 for	 a	
  minute.	
  OVERlAnD mOVEmEnT
  	
  Characters	 covering	 long	 distances	 cross-country	 use	
  overland	movement.	Overland	movement	is	measured	in	hours	
  or	days.	A	day	represents	8	hours	of	actual	travel	time.	For	rowed	
  watercraft,	a	day	represents	0	hours	of	rowing.	For	a	sailing	ship,	
  it	represents	24	hours.	A	day	spent	driving	or	piloting	a	vehicle	
  represents	8	hours,	distance	traveled	is	based	on	the	cruising	
  speed	of	the	vehicle.
  	
  Walk:	A	character	can	walk	8	hours	in	a	day	of	travel	without	
  a	problem.	
  	
  Hustle:	A	character	can	hustle	for		hour	without	a	problem.	
  Hustling	 for	 a	 second	 hour	 in	 between	 sleep	 cycles	 causes	 	
  point	of	Stamina	damage,	and	each	additional	hour	causes	twice	
  the	damage	taken	during	the	previous	hour.	
  	
  Run:	A	character	can’t	run	for	an	extended	period	of	time.	
  Attempts	 to	 run	 and	 rest	 in	 cycles	 effectively	 work	 out	 to	 a	
  hustle.	
  	
  Terrain:	The	terrain	through	which	a	character	travels	affects	
  how	much	distance	she	can	cover	in	an	hour	or	a	day.	
  	
  Forced March:	In	a	day	of	normal	walking,	a	character	walks	
  for	8	hours.	The	character	spends	the	rest	of	daylight	time	making	
  and	breaking	camp,	resting,	and	eating.	
  	
  A	 character	 can	 walk	 for	 more	 than	 8	 hours	 in	 a	 day	 by	
  making	 a	 forced	 march.	 For	 each	 hour	 of	 marching	 beyond	 8	
  hours,	 the	 character	 makes	 a	 Constitution	 check	 (DC	 0	 +	 	
  per	extra	hour).	If	the	check	fails,	the	character	takes	d6	points	
  of	Stamina	damage.	It’s	possible	for	a	character	to	march	into	
  unconsciousness	by	pushing	herself	too	hard.	
  	
  Mounted Movement:	An	animal	bearing	a	rider	can	move	at	
  a	hustle.	It	can	also	be	force-marched,	but	its	Constitution	checks	
  automatically	fail.	See	the	Mounts	and	Vehicles	tables	for	mounted	
  speeds	and	speeds	for	vehicles	pulled	by	draft	animals.	
  	
  Waterborne Movement:	See	the	Mounts	and	Vehicles	table	
  for	speeds	for	water	vehicles.	
  TABLE: Terrain and Overland Movement 
  Terrain
  Highway
  Road
  Trackless
  Plains
  x
  x
  x
  Scrub,	rough
  x
  x
  x3/4
  Forest
  x
  x
  x/2
  Jungle
  x
  x3/4
  x/4
  Swamp
  x
  x3/4
  x/2
  Hills
  x
  x3/4
  x/2
  Mountains
  x3/4
  x/2
  x/4
  Sandy	Desert
  x
  x3/4
  x/2
  TABLE: Mounts and Vehicles 
  Mount/Vehicle
  Per Hour
  Per Day
  Mount (carrying load)
  Light	riding	animal
  9.7km
  77.6km
  Average	riding	animal
  8.0km
  64.0km
  Heavy	riding	animal
  6.4km
  5.2km
  Light	draft	animal
  8.0km
  64.0km
  Average	draft	animal
  6.4km
  5.2km
  Heavy	draft	animal
  4.7km
  37.6km
  Light	combat	mount
  6.4km
  5.2km
  Average	combat	mount
  4.7km
  37.6km
  Heavy	combat	mount
  3.2km
  25.6km
  Watercraft
  Raft	or	barge	(poled)*
  0.8km
  8.0km
  Rowboat
  2.4km
  24.0km
  Sailing	boat
  3.2km
  76.8km
  Sailing	ship
  4.0km
  96.0km
  Large	sailing	ship
  4.8km
  5.2km
  Rowed	Galley
  6.4km
  64.0km
  *Rafts	 and	 barges	 are	 used	 on	 lakes	 and	 rivers.	 If	 going	
  downstream,	add	the	speed	of	the	current	(typically	4.8	kph)	to	
  the	speed	of	the	vehicle.	In	addition	to	0	hours	of	being	rowed,	
  the vehicle can also float an additional 14 hours, if someone can 
  guide	it,	so	add	an	additional	67.6	kilometers	to	the	daily	distance	
  traveled. These vehicles can’t be rowed against any significant 
  current,	but	they	can	be	pulled	upstream	by	draft	animals	on	the	
  shores.
  VISIOn AnD lIgHTIng
  	
  Characters	 need	 a	 way	 to	 see	 in	 the	 dark.	 See	 the	 Light	
  Sources	table	for	the	radius	that	a	light	source	illuminates	and	
  how	long	it	lasts.	
  Characters	with	low-light	vision	can	see	objects	twice	as	far	away	
  as	the	given	radius.	
  	
  LI Sensors:	Light	Intensifying	sensors	take	the	ambient	light	
  and	 multiply	 it	 electronically,	 allowing	 the	 user	 to	 enjoy	 vision	
  almost	as	good	as	under	full	daylight	conditions.	Treat	any	low	
  light	condition,	except	total	darkness,	as	if	the	light	level	were	
  normal.	A	minimal	amount	of	light	is	required	to	power	LI	sensors;	
  a match, a candle, moonlight, even starlight will suffice. LI sensors 
  will	not	work	in	total	darkness.	
  	
  IR Sensors:	 Infrared	 sensors	 detect	 differences	 in	
  temperature,	 allowing	 the	 user	 to	 distinguish	 most	 creatures	
  and	 any	 objects	 that	 are	 at	 a	 different	 temperature	 to	 their	
  surroundings.	IR	sensors	work	very	well	in	cold	environments,	
  and	 even	 in	 total	 darkness,	 but	 do	 not	 work	 very	 well	 in	 high	
  temperature	 conditions	 where	 the	 background	 heat	 creates	
  interference.	 IR	 vision	 quality	 is	 typically	 lower	 than	 for	 visible	
  light	sensors.	Treat	any	low	light	condition	as	if	it	were	normally	
  illuminated,	but	any	Spot	or	Search	checks	are	at	a	–2	penalty.
  EnVIROnmEnTS
   
  Travellers can find themselves in a vast range of environments, 
  each	with	its	own	unique	hazards	and	characteristics.
  gRAVITy
  	 The	gravity	in	which	the	character	spent	the	vast	majority	of	
  their	time	in	during	the	adolescent	development	(through	age	4	
  to	8)	is	considered	their	‘native’	gravity.	Note	that	even	though	
  Belters	spend	a	lot	of	their	time	in	zero-g	situations,	the	majority	
  
  26
  ADVEnTURIng
  10
  of	their	time	is	spent	under	the	effects	of	a	gravity	well	(either	
  artificial or natural). Characters raised under very low or zero-
  gravity	 situations	 would	 be	 very	 rare,	 particularly	 in	 a	 society	
  where artificial gravity generation is commonplace.
  	 A	character’s	native	gravity	will	determine	how	well	they	will	
  perform	in	situations	where	the	local	gravity	they	are	currently	
  experiencing	 is	 higher	 or	 lower	 than	 what	 they	 are	 used	 to.	
  Compare	 the	 character’s	 native	 gravity	 to	 the	 current	 local	
  gravity	to	determine	the	penalty	that	will	be	imposed	whenever	
  the	character	attempts	to	make	an	attack,	use	a	skill	requiring	a	
  physical action, making a Reflex save, or making a Strength or 
  Dexterity	ability	check.
  	 Certain	feats	are	available	that	allow	a	character	to	adapt	to	
  heavier	or	lighter	gravities	than	they	are	used	to:
  	 Zero-G/Low Gravity Adaptation: Characters	 with	 this	 feat	
  may	reduce	the	penalty	for	operating	in	a	lower	than	native	gravity	
  situation	by	2	points.
  	 Improved Zero-G/Low Gravity Adaptation:	Characters	with	
  this	feat	may	eliminate	any	penalty	for	operating	in	a	lower	than	
  native	gravity	situation.
  	 Heavy Gravity Adaptation:	 Characters	 with	 this	 feat	 may	
  reduce	the	penalty	for	operating	in	a	higher	than	native	gravity	
  situation	by	2	points.
  TECHnOlOgy
  The	 use	 of	 some	 skills	 are	 in	 many	 ways	 tied	 directly	 to	 the	
  technological	level	at	which	they	are	experienced	with	and	trained	
  for.	If	a	character	attempts	to	use	such	a	skill	in	a	task	that	has	a	
  technological	level	higher	or	lower	than	their	‘native’	technological	
  level,	they	will	be	at	a	disadvantage.	Higher	technological	levels	
  tasks	require	concepts	and	ideas	not	even	contemplated	by	the	
  character,	and	when	dealing	with	lower	technological	level	tasks	
  the	character	is	less	able	to	function	without	modern	(relative	to	
  the	character)	tools	and	resources.
  	 Applies	 to	 the	 following	 skills:	 Combat	 Engineering,	 Craft,	
  Demolitions,	 Driving,	 Gunnery,	 Navigation,	 Pilot,	 Profession,	
  Technical,	Use	Alien	Devices.
  native Technological level
  A	character’s	native	technological	level	(TL)	is	equal	to	the	TL	of	
  their	homeworld.
  Technological penalties
  	 +2	Task	DC	for	every	TL	higher	than	the	character’s	native	TL
  	 +	Task	DC	for	every	2	TL	(round	up)	lower	than	the	character’s	
  native	TL.
  Knowledge Synergy
  If	a	character	has	a	Knowledge	skill	related	to	the	Technological	
  skill being used, the following modifiers may apply (where X is the 
  related	Technology	skill):
  	 k / X Theory:	+	to	Technological	tasks	with	a	TL	higher	than	
  the	character’s	native	TL	for	every	4	skill	ranks	(round	down).
  	 k / X History:	+	to	Technological	tasks	with	a	TL	lower	than	
  the	character’s	native	TL	for	every	4	skill	ranks	(round	down).
   For example a character trained in the use of TL12 style 
  demolitions may have some difficulty working with crude 
  explosives available at lower technological levels without some 
  additional knowledge related to the history of demolitions.
   If the TL of the demolitions being worked with were 5 levels 
  lower than the character native TL, the DC for any demolition task 
  would be increased by 3 points. 
   If the character also had the K/Demolitions History skill with 
  a skill rank of 9, they could add +2 to any Demolition task when 
  using these explosives due to their historical knowledge. If still 
  doesn’t completely offset the dangers of working with such cruder 
  explosives, but it does decrease the likelihood of an accident.
  WATER
  	
  Any	character	can	wade	in	relatively	calm	water	that	is	not	
  over	his	head.	No	check	is	required.	
  	
  Swimming	in	calm	water	only	requires	skill	checks	with	a	DC	
  of	0.	Trained	swimmers	can	just	Take0.
  	
  Fast-moving	water	is	much	more	dangerous.	On	a	successful	
  Swim	or	Strength	check	(DC	5),	it	deals	d3	points	of	Stamina	
  damage per round (1d6 points of normal damage if flowing over 
  rocks	and	cascades).	On	a	failed	check,	the	character	must	make	
  another	check	that	round	to	avoid	going	under.		If	the	character	
  goes	under,	the	character	is	drowning.
  	
  Very	deep	water	is	not	only	generally	pitch	black,	posing	a	
  navigational	hazard,	but	worse,	if	one	ascends	or	descends	too	
  quickly	they	may	suffer	from	the	bends	(see	Pressure	Breach),	with	
  every	30m	meters	distance	up	or	down	equaling		atmosphere	of	
  pressure	increase	or	decrease.	
  	
  Very	cold	water	deals	d6	points	of	Stamina	damage	from	
  hypothermia	per	minute	of	exposure.
  Drowning
  	
  Any	character	can	hold	her	breath	for	a	number	of	rounds	
  equal	to	twice	her	Constitution	score.	After	this	period	of	time,	the	
  character	must	make	a	Constitution	
  check	(DC	0)	every	round	in	order	
  to	continue	holding	her	breath.	Each	
  round,	the	DC	increases	by	.
   
  When the character finally 
  fails	 her	 Constitution	 check,	 she	
  begins to drown. In the first round, 
  she	falls	unconscious	(0	Stamina).	In	
  each	following	round,	she	loses	d6	
  Lifeblood	until	Lifeblood	reaches	–0	
  and	she	dies.
  It	is	possible	to	drown	in	substances	
  Native
  Current Gravity
  Gravity
  None
  Very Low
  Low
  Average
  Heavy
  Oppressive
  Str/Con/Dex
  None
  0
  -
  -2
  -4
  -6
  -8
  -4/-4/+4
  Very	Low
  -
  0
  -
  -2
  -4
  -6
  -2/-2/+2
  Low
  -2
  -
  0
  -
  -2
  -4
  -/-/+
  Average
  -4
  -2
  -
  0
  -
  -2
  0/0/0
  Heavy
  -6
  -4
  -2
  -
  0
  -
  +/+/-
  Oppressive
  -8
  -6
  -4
  -2
  -
  0
  +2/+2/-2
  TABLE: Light Sources 
  Object
  Light
  Duration
  Match
  .5m
  30	seconds
  Lighter
  .5m
  5	minutes
  Candle
  .5m
  	hour
  Oil	Lamp
  4.5m
  6	hours	per	half-liter	of	oil
  Torch
  6m
  20	minutes
  Campfire
  9m
  4	hours
  Bonfire
  2m
  6	hours
  Flashlight*
  9m
  6	hours
  Electric	Lantern
  9m
  8	hours
  Cold	Light	Lantern
  9m
  3	days
  *	A	cone	9m	long	and	9m	wide	at	the	far	end.
  
  27
  ADVEnTURIng
  10
  other than water, such as sand, quicksand, fine dust, and silos 
  full	of	grain.
  STARVATIOn AnD THIRST
  	
  In	 normal	 climates,	 Medium-size	 characters	 need	 at	 least	
  3 litres of fluids and about 2,000 calories (about half a kilo) of 
  decent	food	to	keep	them	nourished	and	avoid	starvation.	This	is	
  proportional	to	size,	so	small	characters	may	need	as	little	as	half	
  as	much.	In	very	hot	climates,	characters	need	two	or	three	times	
  as	much	water	to	avoid	dehydration.
  	
  A	character	can	go	without	water	for		day	plus	a	number	of	
  hours	equal	to	his	Constitution	score.	After	this	time,	the	character	
  must	make	a	Constitution	check	each	hour	(DC	0,	+	for	each	
  previous	check)	or	sustain	d6	points	of	Stamina	damage.
  	
  A	 character	 can	 go	 without	 food	 for	 3	 days,	 in	 growing	
  discomfort.	After	this	time,	the	character	must	make	a	Constitution	
  check	each	day	(DC	0,	+	for	each	previous	check)	or	sustain	
  d6	points	of	Stamina	damage.
  	
  Characters	 who	 have	 taken	 Stamina	 damage	 from	 lack	
  of	 food	 or	 water	 are	 fatigued.	 Stamina	 damage	 from	 thirst	 or	
  starvation	cannot	be	recovered	until	the	character	gets	food	or	
  water,	as	not	even	magic	or	psionic	abilities	that	restore	Stamina	
  can	heal	this	damage.
  HEAT
  	
  Heat	deals	Stamina	damage	that	cannot	be	recovered	until	
  the	character	gets	cooled	off.	Once	rendered	unconscious	through	
  the	 accumulation	 of	 Stamina	 damage,	 the	 character	 begins	 to	
  take	Lifeblood	damage	at	the	same	rate.
  	
  A	character	in	very	hot	conditions	(above	32°	C)	must	make	
  a	Fortitude	saving	throw	each	hour	(DC	5,	+	for	each	previous	
  check)	 or	 sustain	 d4	 points	 of	 Stamina	 damage.	 Characters	
  wearing	heavy	clothing	or	armor	of	any	sort	have	a	-4	penalty	to	
  the	save.	A	character	with	the	Survival	skill	may	receive	a	bonus	
  to	this	saving	throw	and	may	be	able	to	apply	this	bonus	to	other	
  characters	 as	 well	 through	 appropriate	 measures.	 Characters	
  reduced	to	unconsciousness	begin	taking	Lifeblood	damage	(d4	
  points	per	hour).
  	
  In	 extreme	 heat	 (above	 45°	 C),	 a	 character	 must	 make	 a	
  Fortitude	 save	 once	 every	 0	 minutes	 (DC	 5,	 +	 for	 each	
  previous	 check)	 or	 sustain	 d4	 points	 of	 Stamina	 damage.	
  Characters	wearing	heavy	clothing	or	armor	of	any	sort	have	a	
  -4	penalty	to	their	saving	throws.	A	character	with	the	Survival	
  skill	may	receive	a	bonus	to	this	saving	throw	and	may	be	able	to	
  apply	this	bonus	to	other	characters	as	well.	Characters	reduced	
  to	unconsciousness	begin	taking	Lifeblood	damage	(d4	points	
  per	each	0-minute	period).
  	
  A	character	who	sustains	any	Stamina	damage	from	heat	
  exposure	 now	 suffers	 from	 heatstroke	 and	 is	 fatigued.	 These	
  penalties	end	when	the	character	recovers	the	Stamina	damage	
  she	took	from	the	heat.
   
  Abysmal heat (air temperature over 60° C, fire, boiling water, 
  lava)	deals	Lifeblood	damage.	Breathing	air	in	these	temperatures	
  deals	d6	points	of	Lifeblood	damage	per	minute	(no	save)	unless	
  a protective device such as a filter mask is used. In addition, a 
  character	must	make	a	Fortitude	save	every	5	minutes	(DC	5,	
  +	per	previous	check)	or	sustain	d4	points	of	Stamina	damage	
  from	skin	contact	with	the	air.	Those	wearing	heavy	clothing	or	any	
  sort	of	armor	have	a	-4	penalty	to	their	saving	throws.	In	addition,	
  those	wearing	metal	armor	or	coming	into	contact	with	very	hot	
  metal	suffer	2d4	Lifeblood	damage	per	round	of	contact.
  	
  Boiling	water	deals	d6	points	of	scalding	damage,	unless	
  the	character	is	fully	immersed,	in	which	case	it	deals	0d6	points	
  of	damage	per	round	of	exposure.
  Catching Fire
   
  Characters at risk of catching fire are allowed a Reflex saving 
  throw	(DC	5)	to	avoid	this	fate.	If	a	character’s	clothes	or	hair	
  catch fire, he takes 1d6 points of Lifeblood damage immediately. 
  In	 each	 subsequent	 round,	 the	 burning	 character	 must	 make	
  another Reflex saving throw. Failure means he takes another 1d6 
  points	of	Lifeblood	damage	that	round.	Success	means	that	the	
  fire has gone out. (That is, once he succeeds at his saving throw, 
  he’s no longer on fire.)
   
  A character on fire may automatically extinguish the flames 
  by	 jumping	 into	 enough	 water	 to	 douse	 himself.	 If	 no	 body	 of	
  water is at hand, rolling on the ground or smothering the fire with 
  blankets	or	the	like	permits	the	character	another	save	with	a	+4	
  bonus.
  	
  Those	unlucky	enough	to	have	their	clothes	or	equipment	
  catch fire must make Reflex saving throws (DC 15) for each item. 
  Flammable	items	that	fail	sustain	the	same	amount	of	damage	as	
  the	character.
  COlD
  	
  Cold	and	exposure	deal	Stamina	damage	to	the	victim.	This	
  Stamina	damage	cannot	be	recovered	until	the	character	gets	out	
  of	the	cold	and	warms	up	again.	Once	a	character	is	rendered	
  unconscious	through	the	accumulation	of	Stamina	damage,	the	
  cold	and	exposure	begins	to	deal	Lifeblood	damage	at	the	same	
  rate.
  	
  An	unprotected	character	in	cold	weather	(below	5°	F)	must	
  make	a	Fortitude	saving	throw	each	hour	(DC	5,	+		per	previous	
  check)	or	sustain	d6	points	of	Stamina	damage.	A	character	who	
  has	the	Survival	skill	may	receive	a	bonus	to	this	saving	throw	
  and	may	be	able	to	apply	this	bonus	to	other	characters	as	well.
  	
  In	conditions	of	extreme	cold	or	exposure	(below	-5°	F),	an	
  unprotected	character	must	make	a	Fortitude	save	once	every	
  0	minutes	(DC	5,	+	per	previous	check),	taking	d6	points	of	
  Stamina	damage	on	each	failed	save.	A	character	who	has	the	
  Survival	skill	may	receive	a	bonus	to	this	saving	throw	and	may	
  be	able	to	apply	this	bonus	to	other	characters	as	well.	Characters	
  wearing	winter	clothing	only	need	check	once	per	hour	for	cold	
  and	exposure	damage.
  	
  A	character	who	sustains	any	Stamina	damage	from	cold	or	
  exposure	suffers	from	frostbite	or	hypothermia	and	is	fatigued.	
  These	penalties	end	when	the	character	recovers	the	Stamina	
  damage	she	took	from	the	cold	and	exposure.
  WEATHER HAZARDS
  WInDS
  	
  Winds	can	create	a	stinging	spray	of	sand	or	dust,	fan	a	large	
  fire, heel over a small boat, and blow gases or vapors away. If 
  powerful	 enough,	 they	 can	 even	 knock	 characters	 down	 (see	
  the	Wind	Effects	table),	interfere	with	ranged	attacks,	or	impose	
  penalties	on	some	skill	checks.
   
  Light Wind:	A	gentle	breeze,	having	little	or	no	game	effect.
  	
  Moderate Wind:	 A	 steady	 wind	 with	 a	 50%	 chance	 of	
  extinguishing small unprotected flames, such as candles.
  	
  Strong 
  Wind:	
  Gusts	
  that	
  automatically	
  extinguish	
  unprotected flames (candles, torches, and the like). Such gusts 
  impose	a	-2	penalty	to	ranged	attacks	and	to	Listen	checks.
  	
  Severe Wind:	In	addition	to	automatically	extinguishing	any	
  unprotected flames, winds of this magnitude cause protected 
  flames (such as those of camp fires or lanterns) to dance wildly 
  and	have	a	50%	chance	of	extinguishing	these	lights.	Ranged	
  weapon	attacks	and	Listen	checks	are	at	a	-4	penalty.	
  	
  Windstorm:	Powerful	enough	to	bring	down	branches	if	not	
  
  28
  ADVEnTURIng
  10
  whole	 trees,	 windstorms	 automatically	 extinguish	 unprotected	
  flames and have a 75% chance of blowing out protected flames, 
  such	as	those	of	lanterns.	Ranged	weapon	attacks	are	impossible,	
  and	even	heavy	weapons	such	as	artillery	and	rockets	have	a	-
  4	penalty	to	attack.	Listen	checks	are	at	a	-8	penalty	due	to	the	
  howling	of	the	wind.
  	
  Hurricane-force Wind: All flames are extinguished. Ranged 
  attacks	are	at	–0,	and	even	heavy	weapons	suffer	a	-8	penalty.	
  Listen	 checks	 are	 impossible;	 all	 characters	 can	 hear	 is	 the	
  roaring	of	the	wind.	Hurricane-force	winds	often	fell	trees.
  	
  Tornado: All flames are extinguished. All ranged attacks are 
  impossible	 (even	 with	 heavy	 weapons),	 as	 are	 Listen	 checks.	
  Instead	 of	 being	 blown	 away	 (see	 the	 Wind	 Effects	 table),	
  characters	in	close	proximity	to	a	tornado	who	fail	their	Fortitude	
  saves	are	sucked	toward	the	tornado.	Those	who	come	in	contact	
  with	the	actual	funnel	cloud	are	picked	up	and	whirled	around	for	
  d0	rounds,	taking	6d6	points	of	Stamina	damage	per	round,	
  before	being	violently	expelled	(falling	damage	may	apply).	While	
  a	 tornado’s	 rotational	 speed	 can	 be	 as	 great	 as	 500	 kph,	 the	
  funnel	itself	moves	forward	at	an	average	of	50	kph.	A	tornado	
  uproots	trees,	destroys	buildings,	and	causes	other	similar	forms	
  of	major	destruction.
  	
  pRECIpITATIOn
  	
  Most	precipitation	is	in	the	form	of	rain,	but	in	cold	conditions	
  it	can	manifest	as	snow,	sleet,	or	hail.	Precipitation	of	any	kind	
  followed	by	a	cold	snap	in	which	the	temperature	dips	from	above	
  freezing	to	0°	C	or	below	may	produce	ice.
  	
  Rain:	 Rain	 reduces	 visibility	 ranges	 by	 half,	 resulting	 in	 a	
  -4	 penalty	 to	 Spot	 and	 Search	 checks.	 It	 has	 the	 same	 effect	
  on flames, ranged weapon attacks, and Listen checks as severe 
  wind	(see	above).
   
  Snow:	While	falling,	snow	reduces	visibility	as	rain	(-4	penalty	
  to	 ranged	 weapon	 attacks,	 Spot	 checks,	 and	 Search	 checks).	
  Once	on	the	ground,	it	reduces	movement	by	half.	Snow	has	the	
  same effect on flames as Moderate Wind (see above).
  	
  Sleet:	Essentially	frozen	rain,	sleet	has	the	same	effect	as	rain	
  while falling (except that its chance to extinguish protected flames 
  is	75%)	and	the	same	effect	as	snow	once	on	the	ground.
  	
  Hail:	Hail	does	not	reduce	visibility,	but	the	sound	of	falling	
  hail makes Listen checks more difficult (-4 penalty). Sometimes 
  (5%	chance)	hail	can	become	large	enough	to	deal		point	of	
  damage	 (per	 hailstorm)	 to	 anything	 in	 the	 open.	 Once	 on	 the	
  ground,	hail	has	the	same	effect	on	movement	as	snow.
  	
  Very	severe	hail,	falling	in	large	lumps	of	ice,	can	be	more	
  damaging	and	may	do	damage	every	round.	
  	
  Storms:	The	combined	effects	of	precipitation	(or	dust)	and	
  wind	that	accompany	all	storms	reduce	visibility	ranges	by	three	
  quarters,	imposing	a	-8	penalty	to	all	Spot,	Search,	and	Listen	
  checks. Storms make ranged weapon attacks very difficult (-10 
  penalty),	except	for	heavy	weapons,	(-4	penalty	to	attack.)	They	
  automatically	extinguish	candles,	torches,	and	similar	unprotected	
  flames. They cause protected flames, such as those of lanterns, 
  to	dance	wildly	and	have	a	50%	chance	to	extinguish	these	lights.	
  See	the	Wind	Effects	table	for	possible	consequences	to	creatures	
  caught	outside	without	shelter	during	such	a	storm.	Storms	are	
  Table: Wind Effects
  Wind Force
  Wind Speed
  Ranged	Attacks
  (Normal/Heavy Weapons*)
  Creature Size**
  Wind Effect
  on Creatures
  Fort Save DC
  Light
  0-5	kph
  -/-
  Any
  None
  -
  Moderate
  6-30	kph
  -/-
  Any
  None
  -
  Strong
  3-50	kph
  -2/-
  Tiny	or	smaller
  Knocked	down
  0
  Small	or	larger
  None
  Severe
  5-80	kph
  -4/-
  Tiny
  Blown	away
  5
  Small
  Knocked	down
  Medium-size
  Checked
  Large	or	larger
  None
  Windstorm
  8-20	kph
  -0/-4
  Small	or	smaller
  Blown	away
  8
  Medium-size
  Knocked	down
  Large	or	Huge
  Checked
  Gargantuan	or	Colossal
  None
  Hurricane
  2-280	kph
  Impossible/-8
  Medium-size	or	smaller
  Blown	away
  20
  Large
  Knocked	down
  Huge
  Checked
  Gargantuan	or	Colossal
  None
  Tornado
  28-500	kph
  Impossible/impossible
  Large	or	smaller
  Blown	away
  30
  Huge
  Knocked	down
  Gargantuan	or	Colossal
  Checked
  *Wind	effects	are	as	follows:
   
  Checked:	Creatures	are	unable	to	move	forward	against	the	force	of	the	wind.	Flying	creatures	are	blown	back	d0	
  meters.
   
  knocked Down:	Creatures	are	knocked	prone	by	the	force	of	the	wind.	Flying	creatures	are	instead	blown	back	
  d0	meters.
  	
  Blown Away:	Creatures	on	the	ground	are	knocked	prone	and	rolled	d2	meters,	sustaining	d4	points	of	Stamina	
  damage	per	3	meters.	Flying	creatures	are	blown	back	2d0	meters	and	sustain	2d6	points	of	Stamina	damage	due	to	
  battering	and	buffering.
  
  29
  ADVEnTURIng
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  divided	into	two	types:	Thunderstorms	and	Duststorms:
  	
  Duststorm:	These	desert	storms	differ	from	other	storms	in	
  that they have no precipitation. Instead, a duststorm blows fine 
  grains of sand that obscure vision, smother unprotected flames, 
  and can even choke protected flames (50% chance). Most 
  duststorms	are	accompanied	by	Severe	Winds	(see	above)	and	
  leave	behind	a	deposit	of	d6	inches	of	sand.	However,	there	is	a	
  0%	chance	of	a	greater	duststorm	accompanied	by	Windstorm-
  magnitude	winds	(see	above	and	the	Wind	Effects	table).	These	
  greater	 duststorms	 deal	 d3	 points	 of	 Stamina	 damage	 each	
  round	on	anyone	caught	out	in	the	open	without	shelter	and	also	
  pose	a	choking	hazard	(see	the	Drowning	Rules,	except	that	a	
  character	with	a	scarf	or	similar	protection	across	her	mouth	and	
  nose	does	not	begin	to	choke	until	after	a	number	of	rounds	equal	
  to	 ten	 times	 her	 Constitution	 score).	 Greater	 duststorms	 leave	
  1d3 meters of fine sand in their wake.
  	
  Snowstorm:	 In	 addition	 to	 the	 wind	 and	 precipitation	
  common	to	other	storms,	snowstorms	leave	2d6	centimeters	of	
  snow	on	the	ground	afterward.
  	
  Thunderstorm:	In	addition	to	wind	and	precipitation	(usually	
  rain,	but	sometimes	also	hail),	thunderstorms	are	accompanied	
  by	lightning	that	can	pose	a	hazard	to	characters	without	proper	
  shelter	 (especially	 those	 in	 metal	 armor).	As	 a	 rule	 of	 thumb,	
  assume	one	bolt	per	minute	for	a	-hour	period	at	the	center	of	
  the	 storm.	 Each	 bolt	 causes	 electrical	 damage	 equal	 to	 d0	
  eight-sided	dice.	One	in	ten	thunderstorms	is	accompanied	by	a	
  Tornado	(see	below).
   
  Powerful Storms:	Very	high	winds	and	torrential	precipitation	
  reduce	 visibility	 to	 zero,	 making	 Spot	 and	 Search	 rolls,	 Listen	
  checks,	and	all	ranged	weapon	attacks	impossible.	Unprotected	
  flames are automatically extinguished, and even protected 
  flames have a 75% chance of being doused. Creatures caught 
  in	the	area	can	make	a	Fortitude	saving	throw	(DC	20)	or	face	
  the	following	effects	based	on	the	size	of	the	creature.	Powerful	
  storms	are	divided	into	the	following	four	types:
  	
  Windstorm:	While	accompanied	by	little	or	no	precipitation,	
  windstorms	can	cause	considerable	damage	simply	through	the	
  force	of	their	wind	(see	the	Wind	Effects	table).
  	
  Blizzard:	 The	 combination	 of	 high	 winds	 (see	 the	 Wind	
  Effects	table),	heavy	snow	(typically	0d0	cm),	and	bitter	cold	
  make	blizzards	deadly	for	all	who	are	unprepared	for	them.
  	
  Hurricane:	 In	 addition	 to	 very	 high	 winds	 (see	 the	 Wind	
  Effects	table)	and	heavy	rain,	hurricanes	may	be	accompanied	by	
  flash floods (see below). Most adventuring activity is impossible 
  under	such	conditions.
  	
  Tornado:	One	in	ten	Thunderstorms	is	accompanied	by	a	
  tornado	(see	the	Wind	Effects	table).
  	
  Fog:	 Whether	 in	 the	 form	 of	 a	 low-lying	 cloud	 or	 a	 mist	
  rising	from	the	ground,	fog	obscures	all	sight,	including	infrared	
  sensors,	beyond	.5	meters.	Creatures	within	.5	meters	have	
  one-half	concealment	(attacks	by	or	against	them	have	a	20%	
  miss	chance).
  	
  Flash Floods:	Runoff	from	heavy	rain	forces	creatures	in	its	
  path	to	make	a	Fortitude	save	(DC	5).	Creatures	of	size	Large	
  or	smaller	who	fail	the	save	are	swept	away	by	the	rushing	water,	
  taking	d6	points	of	Stamina	damage	per	round	(d3	points	on	
  a	successful	Swim	check).	Huge	creatures	who	fail	are	knocked	
  down	 and	 face	 potential	 drowning.	 Gargantuan	 and	 Colossal	
  creatures	 are	 checked,	 but	 they	 only	 drown	 if	 the	 waters	 rise	
  above	their	heads.
  OTHER DAngERS
  	
  Use	 the	 following	 guidelines	 to	 cover	 the	 other	 sorts	 of	
  dangers	a	character	can	face.
  ACID
  	
  Corrosive	 acids	 deals	 d6	 points	 of	 damage	 per	 round	 of	
  exposure	except	in	the	case	of	total	immersion	(such	as	into	a	
  vat	of	acid),	which	deals	0d6	points	of	damage	per	round.	An	
  attack	with	acid,	such	as	from	a	hurled	vial,	counts	as	a	round	of	
  exposure.
  	
  The	fumes	from	most	acids	cause	damage	upon	inhalation.	
  Those	who	are	come	close	enough	to	a	large	body	of	acid	(often	
  found	 on	 exotic,	 corrosive	 or	 insidious	 atmosphere	 worlds)	 to	
  dunk	a	creature	in	it	must	make	a	Fortitude	save	(DC	3)	or	take	
  	point	of	Lifeblood	damage.	All	such	characters	must	make	a	
  second	save		minute	later	or	take	another	d4	points	of	Lifeblood	
  damage.
  	
  Creatures	 immune	 to	 acid’s	 caustic	 properties	 might	 still	
  drown	in	it	if	they	are	totally	immersed.
  	
  CORROSIVE ATmOSpHERE
  	
  A	 corrosive	 atmosphere	 is	 unbreathable	 to	 humans	 and	
  most lifeforms in general, inflicting 1d6 points of Lifeblood 
  damage	 to	 lifeforms	 for	 each	 round	 of	 inhalation.	 In	 addition,	
  these	atmospheres	are	typically	of	extreme	temperatures	(either	
  extremely	 hot	 or	 extremely	 cold)	 which	 would	 be	 enough	 to	
  quickly	and	easily	kill	a	person.
  	
  Those	 whose	 skin	 is	 partially	 exposed	 to	 a	 corrosive	
  atmosphere	 (say	 by	 vac	 suit	 failure)	 must	 make	 a	 Fortitude	
  save	(DC	3)	or	take		point	of	Stamina	damage	per	minute	of	
  exposure.	 Those	 who	 are	 fully	 exposed	 (i.e.	 have	 no	 suit	 but	
  perhaps	a	breathing	mask)	make	the	same	save	and	suffer	d6	
  points	of	Stamina	damage	and		point	of	Lifeblood	damage	per	
  minute	of	exposure	if	it	is	failed.
   
  A Vac Suit, while sufficient to protect a lifeform from the 
  effects	 of	 a	 corrosive	 atmosphere,	 will	 begin	 to	 break	 down	 (-
  	AR	per	hour)	after	24	hours	of	repeated	exposure	due	to	the	
  acidic	effects.	Once	a	Vac	Suit	reaches	0	AR	or	lower	suit	failure	
  automatically	occurs.	Hostile	Environment	Suits	and	pressurized	
  vehicles	are	immune	to	this	corrosive	effect.
  CyROgEnIC FlUIDS
   
  Cryogenic fluids are the very cold liquids, like Liquid Hydrogen, 
  found	as	vehicle	or	starship	fuel,	used	in	Low	Berths,	or	carried	
  as	cargo.	Cryogenic	liquids	deal	2d6	points	of	damage	for	splash	
  hits,	up	to	20d6	points	for	total	immersion.	Sealed	armor,	such	as	
  a	vac	suit,	combat	armor,	hostile	environment	suit,	or	battle	dress	
  will	reduce	this	damage	normally.	Unsealed	armor	has	no	effect	
  against	this	type	of	damage.	
  DISEASE AnD InFECTIOn
  	
  Travellers	may	be	exposed	to	a	variety	of	diseases	during	
  their adventures. Most starfaring cultures have sufficiently 
  advanced	 medical	 technology	 that	 broad-spectrum	 treatments	
  and	 immunizations	 are	 available	 which	 drastically	 reduce	 the	
  chances or catching a serious disease. Specific immunizations 
  and	 other	 treatments,	 such	 as	 immune	 system	 boosters,	 are	
  available	where	there	is	an	increased	risk	of	infection.	
  	
  Disease	 hazards	 can	 be	 considered	 to	 fall	 into	 several	
  categories:
  •	
  Bacterial	Diseases:	Bacterial	diseases	are	relatively	easy	to	
  treat	with	antibiotics	and	other	tools.	The	disease	is	caused	
  by	bacteria	growing	and	multiplying	within	the	host’s	body.	
  Infections of this sort can be quite specific or very general. 
  •	
  Cancers:	Even	in	the	far	future,	cancers	and	similar	conditions	
  kill	many	people.	Treatments	are	available	for	many	cancers,	
  however.
  •	
  Genetic	Disorders:	Damage	to	genes	(before	or	after	birth)	
  can	 cause	 a	 range	 of	 illnesses	 and	 syndromes.	 Player-
  
  220
  ADVEnTURIng
  10
  characters	are	unlikely	to	suffer	from	genetic	disorders	during	
  play.
  •	
  Parasitic	Infection:	it	is	possible	to	pick	up	parasites	outside	
  or	inside	the	body.	Some	parasites	are	relatively	harmless	
  while	others	carry	serious	diseases	or	cause	effects	such	as	
  blindness	or	death.
  •	
  Viral Diseases: Viral diseases are more difficult to treat but at 
  higher	tech	levels	this	is	possible.	Viruses	are	often	spread	
  by body fluids such as blood but can also be contracted 
  through	 droplet	 infection	 (inhaling	 droplets	 containing	 the	
  virus	suspended	in	the	air).
  •	
  Wound	Infection:	Bacterial	contamination	can	affect	an	open	
  wound,	especially	if	it	is	contaminated	with	foreign	material.	
  Wound	infection	is	relatively	easy	to	prevent	and	treat.	In	rare	
  cases	an	infected	wound	may	become	gangrenous,	which	
  requires amputation at lower TLs and is difficult to treat even 
  at	higher	TLs.
   
  There are many different diseases. Most cause flu-like 
  symptoms;	 fever,	 shivering,	 headaches	 and	 to	 forth.	 The	
  Referee	can	create	detailed	diseases	if	she	or	she	wishes	
  but	there	is	no	absolute	necessity.	To	generalize:
  •	
  Whenever	a	character	is	exposed	to	an	appropriate	disease	
  or	parasite	vector	(dirty	water,	airborne	contamination	etc),	
  make	 a	 DC5	 Fortitude	 save	 to	 avoid	 infection.	 DC	 may	
  be	varied	by	the	referee	to	represent	more	or	less	virulent	
  diseases.	
  •	
  Whenever	a	character	has	an	open	wound	in	dirty	conditions,	
  or	neglects	to	properly	treat	a	wound,	make	a	DC0	Fortitude	
  check	to	avoid	infection.
   
  Fortitude saves are modified as follows:
  	
  	
  Table: Disease and Infection save Modifiers
  Situation
  DC	
  Modifier
  Example
  Filthy	or	disease-
  ridden	conditions
  +5
  Crowded	low-tech	slum,	
  jungle
  Improvised	
  precautions	in	place
  -2
  Pouring	alcohol	in	wound,	
  wearing	a	surgical	mask	in	
  disease	area
  Basic	precautions	in	
  place
  -5
  Routine	hospital	conditions
  Extensive	Precautions
  -0
  Professional	disease	
  outbreak	conditions
  For	 recovery	 and	 treatment	 of	 infections	 and	 diseases,	 see	
  ‘Medical	Treatment	in	the	Field’
  	
  ExOTIC ATmOSpHERE
  	
  Exotic	 atmospheres	 are	 not	 safely	 breathable	 by	 most	
  lifeforms,	 but	 are	 not	 otherwise	 generally	 dangerous.	 This	 is	
  often	due	to	unusual	biological	or	chemical	compounds	within	the	
  atmosphere	that	can	cause	adverse	effects.	These	compounds	
  sometimes cause damage and at other times have more specific 
  effects.	If	exposed	to	an	Exotic	atmosphere,	a	character	will	suffer	
  the	 effects	 of	 suffocation	 (see	 below)	 in	 addition	 to	 any	 other	
  effects	listed	in	the	description	of	the	planetary	atmosphere.
  FAllIng
  	
  Falling	is	a	major	hazard	for	adventurers.	There	are	three	
  basic	 types	 of	 fall	 –	 falling	 over	 from	 standing	 as	 a	 result	 of	
  combat,	falling	from	a	height	(perhaps	onto	something	sharp)	and	
  falling	from	a	vehicle	moving	at	speed.	
  Falling Over
  	
  A	character	who	is	knocked	over	in	combat	or	as	a	result	
  of	colliding	with	an	obstacle	when	running	suffers	d6	Stamina	
  damage unless a DC15 Reflex save or a DC10 Tumble check is 
  made.	
  Falling From a Height
  	
  Falling	 from	 a	 height	 is	 very	 serious.	 Damage	 is	 d6	
  Lifeblood	per	full	3	metres	fallen.	A	character	who	jumps	down	
  from	somewhere	can	mitigate	the	effects	somewhat,	taking	the	
  first die as Stamina damage. Similarly, falling onto something 
  relatively soft such as water or springy turf also take the first die 
  as	Stamina	damage.	This	is	cumulative	with	a	jump,	as	above.	
  Diving	into	deep	water	causes	no	damage	if	the	dive	is	a	good	
  one	(DC5	Swim	or	Tumble	check,	DC	rises	by	5	for	every	full	
  5m	of	height	dived	from).
  	
  Hitting	 something	 hazardous	 like	 broken	 rocks	 increases	
  the	damage	from	a	fall	to	d8	per	3	meters	fallen,	and	it	is	not	
  usually	 possible	 to	 mitigate	 this	 damage	 by	 an	 aimed	 jump.	
  Very	hazardous	landing	areas	(such	as	big	spikes)	cause	d0	
  damage	per	3	full	metres	fallen.
  Falling From a Vehicle
  	
  A	character	who	falls	from	a	moving	vehicle	or	animal	takes	
  damage	as	noted	above	under	Falling	From	a	Height,	and	also	
  suffers	d6	Stamina	damage	per	20kph	the	vehicle	is	moving	at.	
  A	successful	DC5	Tumble	roll	reduces	damage	by	one	die.
  FAllIng OBJECTS
  	
  Just	as	characters	take	damage	when	they	fall	more	than	3	
  meters,	so	too	do	they	take	damage	when	they	are	hit	by	falling	
  objects.	Objects	that	fall	upon	characters	deal	damage	based	on	
  their	weight	and	the	distance	they	have	fallen.
  	
  For	each	90kg	of	an	object’s	weight,	the	object	deals	d6	
  points	of	damage,	provided	it	falls	at	least	3	meters.	Distance	also	
  comes	into	play,	adding	an	additional	d6	points	of	damage	for	
  every 3-meter increment it falls beyond the first. In an atmosphere, 
  a	falling	object	will	reach	terminal	velocity	and	do	a	maximum	
  of	20d6	points	of	damage.	In	a	vacuum,	there	is	no	maximum	
  damage	from	a	falling	object.
  	
  Objects	smaller	than	90kg	also	deal	damage	when	dropped,	
  but	 they	 must	 fall	 farther	 to	 deal	 the	 same	 damage.	 Use	 the	
  Damage	from	Falling	Objects	table	to	see	how	far	an	object	of	a	
  given	weight	must	drop	to	deal	d6	points	of	damage.	
  Table: Damage from Falling Objects
  Object Weight
  Falling Distance
  90-46	kg.
  6	meters.
  45-24	kg.
  9	meters.
  23-5	kg.
  2	meters.
  4-4.6	kg.
  5	meters.
  4.5-2.4	kg.
  8	meters.
  2.3kg-500gr.
  2	meters.
  	
  For	 each	 additional	 increment	 an	 object	 falls,	 it	 deals	 an	
  additional	 d6	 points	 of	 damage.	 For	 example,	 since	 a	 5kg	
  metal	 sphere	 must	 fall	 5	 meters	 to	 deal	 damage	 (d6	 points	
  of	damage),	such	a	sphere	that	fell	45	meters	would	deal	3d6	
  points	of	damage.	Objects	weighing	less	than	500	grams	do	not	
  deal	damage	to	those	they	land	upon,	no	matter	how	far	they	
  have	fallen.	For	any	object	which	is	totally	unyielding	(e.g.	rock	
  or	metal)	or	which	is	well	shaped	to	cause	damage	(a	weapon	or	
  stalactite),	double	the	damage	it	causes	when	it	falls.
  
  22
  ADVEnTURIng
  10
  ICE
  	
  Characters	walking	on	ice	must	make	Balance	checks	(DC	
  5)	to	avoid	slipping	and	falling.	Over	long	distances,	a	character	
  must	make	a	check	each	minute.	Characters	in	prolonged	contact	
  with	ice	may	run	the	risk	of	cold	damage.	
  	
  Vehicles	 driven	 on	 ice	 are	 prone	 to	 slide	 out	 of	 control.	A	
  DC5	Drive	check	must	be	made	every	5	minutes	to	avoid	a	
  mishap.	An	Ice	Terrain	kit	gives	a	+2	circumstance	bonus	to	these	
  checks.
  InSIDIOUS ATmOSpHERE
  	
  Insidious	 atmospheres	 are	 the	 most	 dangerous	 types	 of	
  atmospheres	to	deal	with,	since	nothing	is	safe	from	their	effects.	
  Unprotected	characters	suffer	2d6	points	of	damage	per	round	
  of	exposure.	Damage	continues	for	d3	rounds	after	exposure	
  ceases,	but	this	additional	damage	is	only	half	of	that	dealt	during	
  actual	contact	(that	is,	d6	points	per	round).
  	
  Vac	 suits	 are	 useless	 in	 an	 insidious	 atmosphere,	 but	 a	
  Hostile	Environment	Suit	or	pressurized	vehicle	will	last	6	hours	
  before	beginning	to	succumb	to	the	effects	at	a	rate	of	–2	AR	per	
  5	minutes	of	additional	exposure.	Once	a	Hostile	Environment	
  Suit	reaches	0	AR	or	lower	suit	failure	automatically	occurs.
  lACK OF AIR/HypOxIA
  	
  Characters	in	conditions	of	low	oxygen,	such	as	on	top	of	a	
  mountain	or	a	borderline	thin/very	thin	atmosphere,	must	roll	a	
  Fortitude	saving	throw	each	hour	(DC	5,	+	per	previous	check),	
  taking	d6	points	of	Stamina	damage	each	time	they	fail.
  	
  A	 character	 who	 sustains	 any	 Stamina	 damage	 from	 lack	
  of	oxygen	is	automatically	fatigued.	These	penalties	end	when	
  the	 character	 recovers	 the	 Stamina	 damage	 he	 took	 from	 low	
  oxygen.
  	
  Hypoxia:	 Long-term	 oxygen	 deprivation	 due	 to	 low	
  atmospheric	 pressure	 (typically	 high	 altitude)	 or	 other	 causes,	
  affects	 mental	 and	 physical	 ability	 scores.	 After	 each	 6-hour	
  period	a	character	spends	at	an	altitude	of	over	6	kilometers,	he	
  must	make	a	Fortitude	save	(DC	5,	+	per	previous	check)	or	
  take		point	of	temporary	damage	to	all	ability	scores.
  lAVA
  	
  Lava	 or	 magma	 deals	 2d6	 points	 of	 Stamina	 damage	 per	
  round	of	exposure,	except	in	the	case	of	total	immersion	(such	as	
  when	a	character	falls	into	the	crater	of	an	active	volcano),	which	
  deals	20d6	points	of	Lifeblood	per	round.	Damage	continues	for	
  d3	rounds	after	exposure	ceases,	but	this	additional	damage	is	
  only	half	of	that	dealt	during	actual	contact	(that	is,	0d6	points	
  per	round).
   
  An immunity or resistance to heat or fire serves as an 
  immunity	to	lava	or	magma.
  pOISOnS AnD TOxIC SUBSTAnCES
  Many	 substances	 are	 poisonous	 or	 toxic	 to	 humans	 and	
  similar	beings.	The	effects	of	insidious	and	corrosive	atmospheres	
  are	detailed	separately	in	this	chapter,	and	can	be	used	to	model	
  similar	conditions	(such	as	a	cloud	of	acid).	The	more	common	
  poisons	and	their	effects	are	detailed	below.
  In	the	case	where	a	character	is	exposed	to	a	toxic	chemical,	
  a	 reasonable	 match	 can	 usually	 be	 found	 from	 this	 table.	 For	
  example,	a	mildly	toxic	coolant	gas	might	be	considered	to	be	
  a	 mild	 choking	 agent.	 Different	 poison	 effects	 are	 also	 easy	
  to	 extrapolate.	 For	 example,	 an	 animal	 may	 inject	 a	 venom	
  equivalent	to	Mild	Venom,	but	which	causes	blindness	for	d6	
  hours	rather	than	Lifeblood	damage.
  	
  Damage from Toxins
  	
  Most	poisons	and	other	toxins	(referred	to	as	‘agents’	in	some	
  cases)	reduce	Con	or	Dex.	This	is	usually	as	a	result	of	fever,	
  overload	of	the	immune	system	and	damage	to	the	character’s	
  organs	or	bodily	functions	in	the	case	of	Con,	and	damage	to	
  the	 nervous	 system	 in	 the	 case	 of	 Dex.	 Recovery	 from	 such	
  damage	is	slow,	beginning	at	a	rate	of		point	per	week	assuming	
  reasonable	medical	care.	See	‘Medical	Care	in	the	Field’	for	more	
  details.	 Int	 damage	 from	 mental	 poisons	 is	 treated	 the	 same	
  way.	
  	
  Note	 that	 some	 toxins	 have	 very	 temporary	 effects	 and	
  recovery	is	quick.	This	is	noted	in	the	details	of	the	toxin	(below).	
  	
  Toxins	 that	 cause	 Lifeblood	 damage	 generally	 do	 so	 by	
  causing	cell	breakdown	or	interrupting	the	proper	function	of	he	
  body.	Lifeblood	damage	taken	in	this	way	is	regained	as	normal.
  	
  Some	toxins	also	have	special	effects.	These	are	noted	in	
  their	details,	below.
  protection from poisons
  	
  Breathing	gear	or	a	vac	suit	will	obviously	protect	the	wearer	
  from	 toxins	 that	 are	 inhaled,	 though	 some	 such	 toxins	 can	 be	
  absorbed	 through	 exposed	 skin	 with	 a	 lesser	 effect.	 Sealed	
  clothing	such	as	a	vac	suit	or	combat	environment	suit	will	give	
  total	protection	in	this	case.
  	
  	If	a	toxin	must	be	ingested,	protection	is	simple.	Injected	
  and	contact	poisons	cannot	get	into	a	character’s	bloodstream	if	
  they	are	prevented	from	making	contact	with	or	penetrating	the	
  skin	by	armor,	gloves	and	other	protection.	In	the	case	of	poison	
  delivered	by	an	attack,	a	successful	attack	will	bring	the	poison	
  into	contact	with	a	character	but	if	the	attack	is	stopped	by	armor	
  then	the	poison	is	not	delivered.	Small	biting	animals	and	insects	
  may find gaps in clothing and non-sealed armor. 
  mitigating poison Effects
  	
  Immediate	treatment	can	usually	prevent	a	poisoning	case	
  from	 becoming	 any	 worse.	 A	 successful	 treatment	 within	 -2	
  minutes	of	poisoning	(see	Medical	Treatment	in	the	Field)	allows	
  the	poisoning	victim	a	second	save	vs	the	initial	effects,	which	
  are	halved	if	the	save	is	made.	DC	on	this	save	is	lowered	by	5	if	
  an	appropriate	antidote	or	counter-agent	is	available.	Successful	
  initial	treatment	prevents	secondary	onset	altogether.
  	
  If	 a	 character	 becomes	 poisoned	 or	 intoxicated,	 ongoing	
  medical	care	will	be	required.	This	is	subject	to	the	normal	rules	
  found	under	Medical	Treatment	in	the	Field	in	the	Adventuring	
  chapter.
  	
  In	the	case	of	skin-absorbed	poisons	such	as	nerve	agents	
  and	 contact	 poisons,	 immediate	 decontamination	 can	 help.	
  Specialist	equipment	is	included	in	military	NBC	warfare	kits	for	
  the	purpose.	If	this	is	not	available,	it	is	still	possible	to	prevent	or	
  reduce	absorption	by	washing	or	wiping	off	the	poison	or	droplets	
  of	 the	 agent.	 If	 this	 is	 done	 within	 	 minute	 of	 contact,	 DC	 to	
  resist	 the	 secondary	 onset	 is	 reduced	 by	 5.	 Self-treatment	 in	
  this	manner	is	not	possible	if	the	agent	has	rendered	the	victim	
  unconscious,	 but	 someone	 else	 may	 carry	 out	 the	 procedure.	
  After	 	 minute,	 enough	 of	 the	 agent	 has	 been	 absorbed	 that	
  further	decontamination	is	ineffective.
  	
  Note	 that	 it	 is	 possible	 to	 come	 into	 skin	 contact	 with	
  various	toxins	when	removing	protective	equipment,	so	proper	
  decontamination	 (washing	 down	 with	 water	 or	 neutralizing	
  chemicals)	 is	 necessary	 before	 removal.	 Some	 toxins	 can	
  penetrate	 equipment	 and	 pose	 a	 contact	 hazard	 for	 some	
  time	 afterward,	 so	 decontamination	 of	 affected	 systems	 and	
  components	is	vital	before	an	all-clear	can	be	given.
  DETAIlS OF pOISOnS AnD OTHER TOxInS
  
  222
  ADVEnTURIng
  10
  Table: Poisons and Other Toxic Substances
   
  Form: The	common	form	of	the	toxin	–	gaseous,	liquid,	solid	etc.
   
  Manner of Intoxication: The	manner	in	which	the	substance	can	affect	a	character.	Note	that	some	toxins	have	slightly	different	
  effects	depending	upon	whether	they	are	ingested,	inhaled	etc.
   
  Initial Effect: When a toxin is first introduced, the character makes a Fortitude save to avoid its effects. The effect listed here is 
  the	result	of	a	failed	save.	Toxins	that	have	some	effect	even	if	the	save	is	made	are	listed	as	such.
  	
  Secondary Effect:	Some	toxins	have	an	effect	some	time	after	initial	intoxication.	The	character	may	make	a	second	Fortitude	
  save at the same DC as the first. The effect listed here is the result of a failed save. Toxins that have some effect even if the save is 
  made	are	listed	as	such.
  	
  Secondary Onset: The	delay	between	the	initial	save	and	the	secondary	effect.
  	
  *	Secondary	onset	may	not	be	the	end	of	the	threat	period.
  Common
  Manner of
  Initial
  Secondary 
  Secondary
  Substance
  Form
  Intoxication
  Effect
  Effect
  Onset
  Alcohol
  Liquid
  Ingestion
  None
  DC	0	-d3	Dex/Int
  0	minutes
  Biological	Poison	(Lethal)
  Varies
  Varies
  None
  DC5	4d6	Con
  2d6	hours*
  Biological	Poison	(Mental)
  Varies	
  Varies
  None
  DC5	3d6	Int
  2d6	hours*
  Blister	Agents
  Gas
  Inhalation
  DC20	2d6	Lifeblood
  DC25	3d6Lifeblood
  2d6-2	hours
  Droplet
  Skin	Absorption
  DC5	d6	Lifeblood
  DC5	2d6	Lifeblood
  2d6-2	hours
  Blood	Agents
  Gas
  Inhalation
  DC20	3d6	Lifeblood
  DC20	3d6	Lifeblood
  d6	minutes
  Contact	Poison,	Mild
  Liquid
  Skin	Absorption
  None
  DC0	d6	Lifeblood
  30	minutes
  Contact	Poison,	Strong
  Liquid
  Skin	Absorption
  DC0	d6	Lifeblood
  DC5	d0	Lifeblood
  3d6	minutes
  Contact	Poison,	Extreme
  Liquid
  Skin	Absorption
  DC5	2d6	Lifeblood
  DC5	2d0	Lifeblood
  d6	minutes
  Choking	Agents,	Mild
  Gas
  Inhalation
  None
  DC5	2d6	Con
  4d6	hours
  Choking	Agents,	Strong
  Gas
  Inhalation
  DC20	2d6	Con
  DC20	3d6	Con
  3d6	hours
  Choking	Agents,	Extreme
  Gas
  Inhalation
  DC25	3d6	Con
  DC25	3d6	Con
  3d6	minutes
  Drugs,	Non-Medical
  Varies
  Varies
  Varies
  Varies
  Usually	3d6	minutes
  Drugs,	Sedative
  Varies
  Varies
  None
  DC5	Unconsciousness
  d6	minutes
  Nerve	Agents,	Mild
  Gas
  Inhalation
  DC5	d6	Dex/Con
  DC20	d6	Dex/Con
  d0	minutes
  Droplet
  Skin	Absorption
  DC5	d6	Dex/Con
  DC0	d6	Dex/Con
  d0	minutes
  Nerve	Agents,	Strong
  Gas
  Inhalation
  DC20	3d6	Dex/Con
  DC30	3d6	Dex/Con
  d0	minutes
  Droplet
  Skin	Absorption
  DC0	2d6	Dex/Con
  DC20	2d6	Dex/Con
  d0	minutes
  Poison,	Disorientating
  Liquid
  Injection/Ingestion
  DC0	d6	Dex
  DC5	2d6	dex
  2d6	minutes
  Soporific Gas
  Gas
  Inhalation
  DC5	Unconsciousness
  _
  _
  Spores,	Irritant
  Suspension
  Inhalation
  DC5	d6	Dex
  DC5	d6	Dex/Con
  d6	x0	minutes
  Spores,	Lethal
  Suspension
  Inhalation
  None
  DC	5	4d6	Con
  d6	days
  System	Poison,	Mild
  Varies
  Varies
  None
  DC0	d6	Con
  d6	hours
  System	Poison,	Strong
  Varies
  Varies
  DC0	d6	Con
  DC5	2d6	Con
  d3	hours
  System	Poison,	Extreme
  Varies
  Varies
  DC5	2d6	Con
  DC20	3d6	Con
  3d6	minutes
  Tear	Gas
  Gas
  Inhalation
  DC0	Special
  -
  -
  Gas
  Contact
  DC5	Special
  -
  -
  Venom,	Mild
  Liquid
  Injection
  DC0	d6	Lifeblood
  None
  -
  Venom,	Strong
  Liquid
  Injection
  DC5	2d6	Lifeblood
  DC5	d6	Lifeblood
  	minute
  Venom,	Extreme
  Liquid
  Injection
  DC5	3d6	Lifeblood
  DC20	2d6	Lifeblood
  30	seconds
  Vomit	Gas
  Gas
  Inhalation
  DC5	Special
  -
  -
  Notes:	
  .	
  Some	‘toxins’	listed	here	are	actually	living	biological	organisms	or	the	products	of	such	lifeforms.	
  2.	
  If	no	initial	effect	is	listed,	there	is	no	initial	save.	The	character	may	not	know	if	she	was	exposed	or	not	until	the	secondary	onset	
  period	has	elapsed,	at	which	point	a	save	is	made	at	the	listed	DC.
  3.	
  Some	toxins	are	not	normally	considered	poisons,	but	their	effects	can	be	serious	so	they	are	listed	here.
  4.	
  Where	a	toxin	is	dangerous	by	more	than	one	means	of	intoxication,	for	example	inhalation	and	skin	exposure,	only	the	most	
  serious	applies	to	any	given	target.	E.g.,	a	character	who	inhales	nerve	gas	does	not	also	suffer	the	effects	of	skin	contact.
  
  223
  ADVEnTURIng
  10
  Alcohol
  	
  Alcohol	is	in	fact	a	mild	poison,	though	in	small	quantities	it	
  is	fairly	harmless.	Most	characters	can	tolerate	a	few	drinks	and	
  remain	 unimpaired,	 but	 as	 the	 toxin	 builds	 up	 in	 a	 character’s	
  system,	 he	 becomes	 increasingly	 clumsy.	 In	 addition,	 alcohol	
  impairs	judgement	to	the	point	where	the	character	is	likely	to	
  belive he is irresistible, eloquent, infallible, a great fighter and in 
  some	cases,	able	to	defy	gravity.	DC	to	resist	doses	of	alcohol	
  increases	by		for	every	‘dose’	(bottle,	pint,	shot	or	whatever)	after	
  the first. As checks are failed, the character begins to lose points 
  from	Int	and	Dex	(d3	from	each	per	failed	check),	descending	
  into	uncoordinated	incoherence.	When	either	Int	or	Dex	reaches	
  0	the	character	passes	out	and	remains	unconscious	for	several	
  hours.	In	addition,	a	character	who	fails	a	Fortitude	save	by	0	
  or	more	becomes	violently	sick,	and	someone	who	fails	by	20	or	
  more	succumbs	to	alcohol	poisoning.	(See	below)
  	
  Int	and	Dex	are	regained	at	the	rate	of		point	(of	each)	per	
  hour	as	the	character’s	body	purges	his	system	of	the	poison.	
  There	 is	 a	 danger	 of	 choking	 on	 vomit	 while	 unconscious.	 A	
  straight	check	on	DC2	is	necessary	to	avoid	this.	
  	
  Alcohol	 Poisoning	 is	 quite	 serious	 and	 requires	 medical	
  treatment.	The	character	will	suffer	d3	Lifeblood	damage	every	
  hour	until	successfully	treated	as	per	the	medical	rules	or	until	
  recovery	begins.	Make	a	Fortitude	check	at	DC8	each	hour	for	
  natural	recovery	to	begin.
  Biological poisons
  	
  Biological	poisons	are	either	the	product	of	the	life	cycle	of	
  harmful	organisms	or	the	organisms	themselves.	Some	biological	
  poisons	cause	death,	others	affect	the	mental	state	of	the	victim.	
  Mild	versions	of	such	poisons	can	be	considered	to	be	much	the	
  same	 as	 recreational	 drugs.	 Indeed,	 they	 are	 often	 used	 that	
  way.	
  	
  Lethal	 biological	 poisons	 include	 Botulinum	 and	 Saxitoxin,	
  plus	 a	 great	 variety	 of	 similar	 but	 alien	 toxins.	 Mental	 poisons	
  include	 ergot,	 a	 fungus	 that	 affects	 grain	 crops,	 and	 certain	
  fungi.	 While	 such	 poisons	 as	 Ricin	 are	 actually	 biological	 in	
  origin,	 they	 are	 considered	 to	 be	 ordinary	 ‘system	 poisons’	
  because	 the	 dangerous	 organisms	 are	 not	 alive.	 It	 is	 the	 fact	
  that	biological	toxins	are	alive	that	makes	them	dangerous.	For	
  example,	Botulinum	bacteria	can	grow	in	food	or	in	the	victim,	
  in	some	cases	actually	becoming	more	virulent.	For	this	reason,	
  biological	toxins	do	not	cease	their	effect	upon	secondary	onset.	
  If	the	victim	survives,	an	additional	Fortitude	check	is	made	every	
  day	at	DC0.	If	it	is	failed	then	d6	Con	or	Int	(depending	upon	
  the	 type	 of	 poison)	 is	 lost.	 Once	 three	 checks	 in	 a	 row	 have	
  been	successfully	made,	the	victim’s	system	has	eliminated	the	
  dangerous	organisms.
  	
  Normally	biological	toxins	must	be	ingested,	though	if	they	are	
  artificially concentrated they can be dangerous through injection 
  or	even	by	skin	contact.	Mental	poisons	can	cause	psychosis	or	
  insanity,	and	can	seriously	impair	mental	function	for	long	periods,	
  possibly	 permanently.	A	 character	 who	 suffers	 mental	 damage	
  regains	Int	at	the	rate	of		point	per	day,	but	must	make	a	DC0	
  Fortitude	check	or	permanently	lose	d3	Int.	Special	effects	are	
  possible,	such	as	lethargy,	violence	or	confusion.
  Blister Agents
  Blister	 agents,	 such	 as	 mustard	 gas,	 cause	 damage	 by	 skin	
  contact	 and	 inhalation.	 Inhalation	 results	 in	 damage	 to	 the	
  lungs	and	respiratory	tract,	resulting	in	coughing	and	respiratory	
  distress,	which	can	be	fatal.	Skin	contact	causes	blistering	and	
  irritation,	especially	of	the	eyes,	and	can	result	in	blood	poisoning.	
  If	breathing	equipment	is	available,	damage	will	be	by	skin	contact	
  only,	at	the	lower	listed	level	of	damage.	Even	measures	as	simple	
  as	covering	the	mouth	and	nose	with	a	cloth	will	provide	some	
  protection	–	reduce	DC	of	saves	by	5	if	this	is	done	quickly	upon	
  encountering	a	blister	hazard.	Covering	the	eyes	with	goggles	
  reduces	damage	from	skin	contact.	This	is	irrelevant	if	the	gas	is	
  breathed, but breathing/facial protection (e.g. a filter mask with 
  goggles) will suffice. In this case, reduce damage dice to 1d3 and 
  2d3	instead	of	d6	and	2d6	respectively.	
  	
  Blister	agents	are	very	persistent	and	can	contaminate	an	
  area	for	days	or	weeks.
  Blood Agents
  	
  Blood	agents,	such	as	hydrogen	cyanide,	interfere	with	the	
  absorption	of	oxygen	into	the	blood,	preventing	respiration.	This	
  can	 damage	 the	 heart	 and	 central	 nervous	 system,	 or	 cause	
  death.	Moderate	exposure	causes	dizziness,	vomiting	and	deep,	
  rapid	 breathing.	 More	 severe	 exposure	 causes	 convulsions,	
  loss	of	consciousness	and	respiratory	failure,	leading	to	death.	
  Protection	requires	breathing	gear.	There	is	no	danger	from	skin	
  contact.
  Contact poison
   
  Contact poisons are normally artificial in origin, and often 
  take	the	form	of	a	sticky	semi-solid,	semi-liquid	substance.	They	
  are	absorbed	through	skin	contact,	so	protection	is	a	matter	of	
  keeping	 a	 barrier	 (e.g.	 gloves)	 between	 the	 character	 and	 the	
  poison.	Contact	poisons	vary	in	their	effects	and	the	manner	in	
  which they achieve them, but skin contact is a fairly inefficient 
  way	of	introducing	poison	into	the	system	so	DCs	to	resist,	and	
  damage	caused,	tend	to	be	lower	than	for	ingested	or	injected	
  poisons.	
  	
  If	an	object	coated	in	contact	poison	actually	penetrates	the	
  skin	(e.g.	a	dart)	then	DC	to	resist	the	poison’s	effects	is	increased	
  by	5	and	there	is	no	chance	to	wipe	off	the	poison.
  Choking Agents
  Choking	chemicals	include	Chlorine	and	Phosgene	gas	and	the	
  excretions	 of	 some	 animals.	 Industrial	 chemicals	 and	 animal	
  excretions	 tend	 to	 be	 fairly	 mild	 choking	 agents,	 while	 military	
  gases	 are	 more	 severe	 in	 their	 effects.	 All	 choking	 agents	
  damage the respiratory tract, often causing death by fluid buildup 
  in	 the	 lungs.	 Initial	 symptoms	 can	 be	 relatively	 mild,	 such	 as	
  shortness	of	breath	or	coughing.	Lethal	effects	can	take	some	
  time	to	appear.	
   
  Protection against choking chemicals requires filter or 
  breathing	gear.
  Drugs, non-medical
  	
  It	 is	 possible	 that	 characters	 may	 be	 exposed	 to	 various	
  drugs	and	drug-like	effects	without	wanting	to	be.	Drugs	can	be	
  administered	as	tablets,	dissolved	in	something	or	as	an	injection.	
  Some	general	effects	are	listed	below.	DC	to	resist	the	drug	is	
  normally	5,	though	greater	or	lesser	doses	can	be	used	to	alter	
  this	value.
  	
  The	 sort	 of	 drugs	 (other	 than	 medical	 treatments	 and	
  special	cases	such	as	Fast	or	Slow	drug)	that	a	character	may	
  be	 exposed	 to	 are	 loosely	 grouped	 below,	 along	 with	 their	
  common	effects.	Most	in-game	drug	effects	are	more	roleplaying	
  matters	than	hard-and-fast	rules,	and	side-effects,	addiction	and	
  other	unpleasant	consequences	are	a	matter	for	the	Referee	to	
  consider.
  	
  In	 most	 cases	 there	 is	 in	 initial	 effect.	 Secondary	 onset	
  is	 after	 3d6	 minutes	 and	 is	 DC5	 to	 resist.	 DC	 rises	 by	 5	 per	
  additional	 dose	 given,	 but	 this	 is	 dangerous.	A	 DC5	 Fortitude	
  save	is	necessary,	with	the	DC	increasing	by	5	per	dose	after	the	
  second,	or	the	character	goes	into	overdose	shock	and	will	die	if	
  not	promptly	treated.	
  	
  The	effects	of	most	non-medical	drugs	last	-3	hours,	after	
  
  224
  ADVEnTURIng
  10
  which	the	character	regains	any	diminished	attributes	at		point	
  per	hour.
  •	
  Downers:	A	character	who	has	taken	or	been	given	‘downers’	
  is	likely	to	be	lethargic	and	unwilling	to	act.	This	translates	to	
  a	loss	of	d3	Int	per	dose	taken	and	a	general	lethargy	that	
  makes it difficult to get them to do anything. A character on 
  downers	will	not	take	the	lead	and	suffers	a	–4	penalty	on	
  all	skills	like	Leader,	Intimidate	and	so	on	to	get	others	to	
  obey	them.	This	penalty	also	applies	to	resisting	the	effects	
  of	 such	 skills,	 making	 these	 drugs	 useful	 in	 impromptu	
  interrogations.
  •	
  Hallucinogen:	Hallucinogens	cause	the	subject	to	see	and	
  hear	 things	 that	 are	 not	 there.	 This	 is	 at	 best	 distracting,	
  causing	 a	 –4	 penalty	 on	 all	 skills,	 and	 can	 cause	 bouts	
  of paranoia, panic or violent attempts to fight imaginary 
  creatures.	The	Referee	may	chose	to	call	for	a	DC5	Will	
  save	every	few	minutes	to	determine	if	the	character	who	is	
  trying	to	function	normally	while	suffering	hallucinations	can	
  tell	what	is	real	and	what	is	not.	Failure	indicates	that	the	
  character	must	react	to	his	hallucinations	rather	than	the	real	
  world,	no	matter	how	pressing	matters	there	may	be.
  •	
  Uppers:	 Make	 the	 character	 feel	 more	 alert	 and	 able	 to	
  ignore	fatigue.	This	is	usually	at	the	expense	of	concentration	
  and fine motor control. The character temporarily gains 1d6 
  Stamina	 (perhaps	 even	 exceeding	 normal	 Stamina	 levels)	
  but	suffers	a	–2	penalty	to	all	Int,	Edu	or	Dex	based	skills.	
  She	 is	 also	 more	 likely	 to	 thoughtless	 or	 reckless	 in	 her	
  actions.	
  •	
  Recreational:	All	manner	of	designer	recreational	drugs	exist.	
  Specific effects and hazards are up to the Referee. A generic 
  ‘recreational	drug’	makes	the	user	feel	good	for	a	while	then	
  causes	a	period	of	‘low’	as	they	come	out.	A	penalty	of	–2	
  applies	to	all	skills	when	on	recreational	drugs	due	to	the	
  effect	 on	 concentration	 and	 though	 process.	 A	 character	
  who takes recreational drugs before a fight or encounter 
  also	suffers	this	–2	penalty	on	all	actions,	but	may	reduce	
  all damage taken while under the influence of the drugs by 
  one	 point	 per	 die.	This	 applies	 to	 Lifeblood	 damage	 also.	
  These	 points	 are	 recorded	 separately,	 and	 when	 the	 drug	
  effect	 ends,	 they	 are	 applied	 to	 Lifeblood	 and	 Stamina	 all	
  at	once.	This	may	cause	the	character	to	collapse	and	die.	
  Heavy	doses	of	painkillers	can	also	be	used	in	this	manner.	
  Those	who	do	this	on	a	frequent	basis	often	become	addicts	
  or	even	psychologically	dependent;	unable	to	face	danger	
  without	their	shot.	Paranoia	and	other	side-effects	are	not	
  uncommon.
  •	
  Other: Some drugs do not fit into these categories and have 
  unusual	effects.	Again,	this	is	a	matter	for	the	Referee,	who	
  may	choose	to	create	a	whole	pharmacy	of	special	drugs	
  and	their	effects	if	she	chooses	to	do	so.	
  	
  	
  Note	that	some	drugs	have	different	effects,	or	no	effect	at	
  all,	on	species	they	are	not	targeted	at.
  Drugs, Sedative
  	
  Sedatives	are	normally	used	in	a	medical	context	but	may	be	
  administered	to	a	character	for	other	reasons.	Sedatives	cause	the	
  subject to become lethargic and sleepy, making activity difficult. 
  There	is	no	initial	effect.	After	a	few	minutes,	the	character	begins	
  to	feel	sleepy	and	must	make	a	Fortitude	save	(normally	DC5).	
  If	this	is	failed,	the	character	falls	gently	asleep.	If	the	save	is	
  made, a second save at the same difficulty level must be made. If 
  this	is	successful,	the	character	shrugs	off	the	drugs.	If	it	is	failed,	
  the	character	loses	d6	from	Dex	and	Str	for	the	duration	of	the	
  drug’s	effect.	
  	
  Additional	doses	may	be	administered.	Each	must	be	saved	
  against	separately,	and	the	DC	increases	by	5	for	every	extra	
  dose	within	the	sedative’s	-3	hour	duration.	However,	this	may	
  kill	 the	 subject.	A	 Fortitude	 save	 at	 DC5	 is	 necessary	 for	 the	
  second	dose,	increasing	by	5	per	additional	dose.	If	unsuccessful,	
  the	character	slips	into	a	coma	and	will	die	after	-3	days	unless	
  properly	treated.
  nerve Agents
  	
  Nerve	agents,	which	are	mostly	military	gases	but	can	also	
  be	produced	by	some	creatures,	plants	and	even	environmental	
  conditions,	attack	the	nervous	system	through	inhalation	or	skin	
  exposure.	Major	exposure	to	nerve	agents	will	produce	instant	
  unconsciousness,	while	a	lesser	dose	results	in	dizziness,	nausea	
  and	possibly	seizures	and	paralysis.
  	
  Mild	nerve	agents	are	usually	natural	in	origin	or	the	product	
  of	 some	 industrial	 processes.	 Strong	 nerve	 agents	 are	 almost	
  all artificially created for military purposes. It is possible to find 
  animals	that	inject	a	nerve	poison	on	their	natural	weapons,	or	
  to	use	a	bullet	or	needle	as	a	delivery	system	for	a	dose	of	nerve	
  poison.
  	
  Breathing	equipment	will	prevent	inhalation	of	nerve	agents,	
  but	 skin	 exposure	 is	 still	 dangerous.	 Without	 proper	 protective	
  equipment	 it	 is	 impossible	 to	 prevent	 skin	 exposure	 to	 a	 gas	
  cloud,	but	contact	can	be	minimized	by	precautions	like	covering	
  as	much	skin	as	possible	with	fairly	impervious	clothing	(leather,	
  waterproof	coats	etc.)	such	precautions	give	a	+2	bonus	to	resist	
  the	effects	of	the	gas	and	reduce	stat	reduction	by		point	per	
  die.
  	
  Nerve	 agent	 exposure	 causes	 reduction	 of	 Con	 and	 Dex	
  (roll	the	amount	separately).	If	Con	reaches	half	its	normal	value,	
  the	 character	 collapses,	 unconscious.	 If	 Con	 reaches	 0,	 the	
  character’s	respiratory	system	fails	and	they	immediately	die.	If	
  Dex	reaches	half	its	value,	the	character	is	paralysed	other	than	
  some	 muscle	 spasms.	 If	 Dex	 reaches	 0,	 the	 character	 begins	
  to	convulse,	suffering	d6	Lifeblood	damage	per	round	until	the	
  convulsions	are	controlled	with	appropriate	drugs.	Convulsions	
  will	 continue	 for	 several	 minutes,	 far	 longer	 than	 an	 unaided	
  character	can	survive.
  poison, Disorientating 
  	
  Some	 poisons	 affect	 brain	 and	 nervous	 system	 function,	
  causing	disorientation	and	poor	coordination.	Some	such	poisons	
  are	used	by	predator	animals,	others	can	be	administered	to	a	
  character	for	various	purposes.	Disorientating	poisons	cause	a	
  reduction	in	Dex	that	lasts	for	-6	hours.	If	Dex	reaches	0,	the	
  character	 passes	 out	 and	 remains	 unconscious	 until	 the	 drug	
  wears	off.	A	character	who	is	given	orders	or	interrogated	under	
  the	effects	of	a	disorientating	poison	suffers	a	–4	penalty	to	resist	
  (not	cumulative	with	other	drugs).	Dex-based	skills,	combat	and	
  all	skills	requiring	a	sense	of	direction	are	similarly	affected.	
  Soporific gas
  	
  Sop-Gas	is	sometimes	used	as	a	riot-control	agent,	or	may	
  be emitted by certain creatures. Breathing gear or a good filter 
  mask	will	completely	protect	a	character.	Inhalation	of	Sop-gas	
  causes	 immediate	 unconsciousness	 lasting	 -0	 minutes	 if	 a	
  DC5	Fortitude	save	is	not	made.	The	save	must	be	made	every	
  round	the	character	remains	in	the	gas	cloud.
  Spores, Irritant
  	
  Some	 fungi	 can	 create	 a	 cloud	 of	 spores	 that	 irritate	 the	
  airways	 of	 anyone	 breathing	 them.	 Skin	 contact	 often	 causes	
  itching	and	other	mild	symptoms,	but	these	are	not	serious.	Filter	
  or	other	masks,	or	a	vac	suit,	will	of	course	protect	a	character	from	
  spores. Breathing the spore cloud causes coughing and difficulty 
  in	breathing.	The	immediate	effect	is	a	d6	reduction	in	Dex,	and	
  within	minutes	a	secondary	effect	takes	place	(if	the	save	is	not	
  
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  made),	further	reducing	Dex	and	also	causing	a	reduction	in	Con.	
  The	 spores	 affect	 a	 character	 for	 d6	 hours,	 after	 which	 they	
  have finally been eliminated from the body. Sadistic Referees 
  may	wish	to	consider	the	possibility	of	secondary	infection	and	
  other	complications.
  	
  Only	one	spore-irritation	can	affect	a	character	at	any	one	
  time.
  Spores, lethal
  	
  The	spores	of	some	bacteria	or	fungi	are	not	immediately	
  harmful,	but	begin	to	grow	in	a	character’s	airways.	In	time	this	
  causes flu-like symptoms, respiratory distress and possibly death. 
  One	example	of	this	kind	of	infection	is	Anthrax	spores,	which	can	
  be	‘weaponized’	to	create	a	biological	weapon	to	be	delivered	by	
  sprayer	or	artillery	shell.	
  	
  Symptoms	 take	 several	 days	 to	 appear.	 Spore	 infection	
  is	 more	 properly	 a	 disease	 than	 a	 toxin,	 but	 is	 included	 here	
  because	of	its	similarity	with	other	toxic	hazards.	Con	damage	is	
  rolled	at	the	time	that	the	save	is	failed,	but	is	applied	at	the	rate	
  of		point	per	hour	until	all	Con	damage	has	been	suffered.	This	
  will	often	be	fatal	unless	proper	medical	treatment	is	available.	
  Con	is	regained	at	the	rate	of		point	per	week	if	the	patient	pulls	
  through.
   
  Breathing or filter equipment will prevent infection, and 
  vaccines	are	available	to	counter	particular	strains	of	bacteria.	
  However,	the	vaccines	make	people	quite	ill,	so	broad-spectrum	
  immunization	is	not	feasible.
  System poison
  	
  System	poisons	include	metals	like	Arsenic	and	Mercury	as	
  well as organic compounds. The specific effects of poisons vary, 
  along	with	the	symptoms	of	poisoning.	This	generic	poison	can	
  be	used	for	anything	from	bacterial	food	poisoning	to	toxic	waste	
  exposure.	They	are	modeled	in	the	T20	system	by	Con	damage,	
  which	is	regained	at	the	basic	rate	of		point	per	week.	System	
  poisons	 that	 occur	 naturally	 are	 normally	 mild,	 or	 sometimes	
  strong. Creating an extreme poison normally requires refining the 
  toxic	material.	
  	
  System	 poisons	 are	 normally	 administered	 by	 injection	 or	
  ingestion,	but	their	form	varies	greatly	and	intoxication	is	possible	
  via	a	range	of	means.
  Tear gas
  	
  Tear	Gas	is	normally	delivered	as	a	grenade,	though	some	
  animals	can	produce	their	own	natural	equivalent	and	sprayers	
  are	available	that	deliver	the	liquid	form	of	the	gas	in	a	short-
  range	jet.	Tear	gas	irritates	the	eyes,	nose	and	airways	to	create	
  a	very	unpleasant	but	almost	always	non-lethal	effect.	Contact	
  with skin can also cause irritation. Breathing gear or a filter mask 
  will	protect	against	the	inhalation	effect	and	goggles	(built	into	
  most	masks)	will	prevent	eye	irritation.	A	cloth	over	the	mouth	and	
  nose	gives	a	+2	to	saves	vs	inhalation	but	does	not	protect	fully.
  	
  When	a	character	is	exposed	to	tear	gas,	a	save	is	required	
  (depending	upon	contact	type).	If	this	save	is	made,	the	character	
  may	act	normally.	If	it	is	failed,	he	is	basically	incapacitated.	He	
  can run blindly away or flail about but can do little else. In all 
  probability	 he	 will	 not	 be	 able	 to	 see.	 Trained	 personnel	 can	
  usually	manage	to	don	protective	gear	if	it	is	handy.
  	
  Any	character	that	fails	to	save	vs	tear	gas	should	make	an	
  immediate	DC2	straight	check.	If	it	is	failed,	he	suffers	an	allergic	
  or	overdose	reaction	and	collapses,	requiring	medical	treatment.	
  If	this	is	received	he	will	recover	quickly.	If	not,	there	is	a	25%	
  chance that the character will die from breathing difficulties and 
  in	any	case	he	suffers	2d6	Con	damage	which	is	regained	at	the	
  rate	of		point	per	week.
  	
  If	a	character	(other	than	one	who	is	fully	protected)	remains	
  in	a	tear	gas	cloud	or	is	sprayed	again,	he	must	save	again	every	
  30	seconds.	The	DC	of	this	save	does	not	increase	for	prolonged	
  exposure.	However,	DC	to	resist	the	effects	of	tear	agents	are	5	
  higher	if	the	character	is	directly	exposed,	either	to	a	jet	of	the	
  liquid	or	to	the	stream	of	gas	coming	from	a	grenade	or	vent.
  Venom
  	
  Venom	 is	 a	 natural	 poison	 injected	 or	 spat	 by	 a	 creature.	
  Most	venom	causes	cell	breakdown	and	internal	bleeding,	though	
  some	 special	 types	 exist	 that	 cause	 blindness,	 paralysis	 etc.	
  Venom	must	enter	a	character’s	bloodstream	to	have	any	effect.	
  The	normal	result	is	Lifeblood	damage,	which	is	suffered	every	
  time	the	character	receives	a	fresh	dose	of	the	venom.	Lifeblood	
  damage	taken	in	this	way	heals	normally.
  	
  Protection	vs	venom	is	mainly	a	matter	of	keeping	the	venom	
  out	of	contact	with	the	character’s	bloodstream.	Armor,	clothing	
  and	even	skin	are	all	useful	barriers.	Some	creatures	can	spit	
  venom	into	the	eye,	so	eye	protection	is	necessary	in	this	case.
   
  Treatment with a general or specific antivenin agent will 
  prevent	the	secondary	onset	of	Lifeblood	damage.
  Vomit gas
  	
  Vomit	gas	is	a	nastier	form	of	tear	gas.	It	often	has	the	same	
  irritant	effects	as	Tear	Gas	(see	above)	but	also	induces	violent	
  vomiting	and	sometimes	diarrhea.	Characters	affected	by	vomit	
  gas	 inhalation	 suffer	 all	 the	 effects	 of	 tear	 gas	 and	 in	 addition	
  if	their	exposure	was	by	inhalation,	vomit	spectacularly	for	2d6	
  rounds.	It	is	not	possible	to	do	anything	but	groan	and	stumble	
  about	 while	 this	 is	 taking	 place.	 If	 the	 vomiting	 lasts	 for	 more	
  than	30	seconds	(5	rounds),	every	round	after	that	the	character	
  suffers	d6	Stamina	damage.
  pRESSURE BREACH
  	
  The	 interior	 of	 starships	 in	 space,	 vehicles	 used	 in	 deep	
  water,	along	with	buildings	on	vacuum,	trace,	exotic,	corrosive,	or	
  insidious	atmosphere	worlds	are	typically	pressurized,	allowing	
  those	 inhabitants	 within	 to	 live	 and	 work	 without	 the	 use	 of	 a	
  pressure	suit.	In	the	event	that	such	an	environment	should	lose	
  internal	pressure	through	any	reason	other	than	the	normal	use	
  of	airlocks,		this	will	cause	compression	(if	the	outside	pressure	is	
  higher)	or	decompression	(if	the	outside	pressure	is	lower).	
  	
  If	 a	 path	 of	 open	 hatches,	 iris	 valves,	 doors	 (any	 type,	
  open	 or	 closed),	 internal	 walls	 (if	 they	 are	 not	 airtight),	 and/or	
  breached	bulkheads	can	be	traced	from	a	location	in	the	vessel	
  to	a	pressure	breach,	then	all	locations	along	that	path	become	
  exposed,	resulting	in	compression	or	decompression.	Iris	valves	
  and	hatches	may	not	be	opened	if	there	is	a	difference	of	pressure	
  on	either	side	(i.e.	they	will	not	function	if	there	is	pressure	on	one	
  side	and	vacuum	on	the	other	side).
  	
  Rate of Compression:	 A	 -ton	 (4	 cu.	 meter)	 area	 will	
  compress	 at	 a	 rate	 of	 (0.	 atmospheres	 multiplied	 by	 the	
  difference	in	outside	air	pressure)	every	2	seconds	from	a	hole	
  00	square	centimeter	(	sq.	meter)	in	size.	Thus	a	00-ton	ship	
  on	a	planet	with	an	atmospheric	pressure	of	0	would	increase	
  from		atmosphere	to	0	atmosphere	in	a	period	of	2	minutes	
  from	a	00	sq.	cm	hole.	The	rate	of	compression	scales	up	and	
  down	proportionally	to	the	size	of	the	hole.	
  	
  If	the	rate	of	compression	is	enough	to	raise	the	pressure		
  full	atmosphere	or	more	in	a	single	round,	exposed	victims	must	
  make	 a	 Fortitude	 save	 (DC5)	 to	 avoid	 getting	 the	 ‘bends’	 or	
  pressure sickness. A failed save will inflict 1d6 Lifeblood damage 
  per		full	atmosphere	of	change.
  	
  Rate of Decompression:	A	-ton	(4	cu.	meter)	area	will	
  decompress	at	a	rate	of	0.	atmosphere	every	2	seconds	from	a	
  hole	00	square	centimeter	(	sq.	meter)	in	size.	Thus	a	00-ton	
  ship	would	drop	from		atmosphere	to	0.	atmosphere	(effective	
  vacuum)	in	a	period	of	20	minutes	from	a	00	sq.	cm	hole.	The	
  
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  rate	of	decompression	scales	up	and	down	proportionally	to	the	
  size	of	the	hole.	
  	
  If	the	rate	of	decompression	is	enough	to	drop	the	pressure	
  	 full	 atmosphere	 or	 more	 in	 a	 single	 round,	 an	 explosive	
  decompression	occurs	(see	below).	In	addition,	survivors	of	the	
  explosive	decompression	must	make	a	Fort	save	(DC5)	to	avoid	
  getting the ‘bends’ or pressure sickness. A failed save will inflict 
  d6	Lifeblood	damage	per		full	atmosphere	of	change.
  	
  Explosive Decompression:	Any	lifeform	unprotected	and	
  exposed must make a Reflex save (DC15) to avoid holding their 
  breath. Characters with the Armor Proficiency (Vac Suit), Armor 
  Proficiency (Battle Dress), or Zero-G and Low Gravity Adaptation 
  feat	 may	 add	 +2	 to	 their	 saving	 throws	 due	 to	 training	 and	
  experience.	If	the	saving	throw	is	failed,	the	character	held	their	
  breath,	resulting	in	lung	damage.	The	character	must	now	make	
  a second Reflex save (same DC and modifiers) to realize their 
  mistake	fast	enough	to	avoid	too	much	damage.	If	this	second	
  save	 is	 successful,	 the	 character	 takes	 3d6	 Lifeblood	 damage	
  (which	can	reduce	the	victim	to	a	minimum	of		Lifeblood).	If	the	
  save	fails,	immediately	reduce	their	Lifeblood	rating	immediately	
  to	0,	and	the	character	is	dying.
  	
  A	 character	 in	 a	 decompressed	 area	 is	 now	 subject	 to	
  vacuum	exposure	(see	below).
  	
  Robots,	 along	 with	 lifeforms	 in	 sealed	 vac	 suits,	 battle	
  dress,	or	combat	armor	are	immune	to	the	effects	of	explosive	
  decompression.
  	
  Signs of Atmospheric Change:	The	following	signs	can	be	
  used	by	the	Referee	to	give	characters	a	hint	that	they	are	facing	
  a	change	in	atmospheric	pressure:
  	
  (a)	Explosive	Noise.	When	a	rapid	change	of	pressure	occurs	
  it	is	usually	accompanied	by	a	loud	explosive	noise	when	the	two	
  air	masses	meet.	
  	
  (b)	Flying	Debris.	As	the	rapid	drawn	out	of	a	spacecraft	or	
  aircraft	at	altitude,	unsecured	items	within	the	cabin	with	also	be	
  drawn	toward	the	point	of	rupture.	Most	anything	of	kg	or	less	
  will become a hurtling projectile, some very capable of inflicting 
  serious	damage	if	they	should	happen	to	strike	anyone	in	their	
  path.	The	Referee	may	wish	to	have	characters	in	such	a	situation	
  make a Reflex save (DC10 to 15) to avoid getting hit by debris for 
  d6	damage.
  	
  (c)	 Fogging.	 Sudden	 changes	 in	 temperature	 or	 pressure,	
  or	both,	can	create	a	temporary	fog	within	the	cabin	during	the	
  event.	
  	
  (d)	 Temperature.	 If	 a	 decompression	 occurs,	 temperature	
  will	 be	 reduced	 rapidly.	 Chilling	 and	 frostbite	 may	 occur	 if	
  protective	clothing	is	not	worn	or	available.	If	compression	occurs,	
  temperatures	will	rise	rapidly	to	match	the	outside	temperature.
  	
  (e)	 Pressure.	 A	 compression	 or	 decompression	 event	 is	
  accompanied	by	a	rapid	change	in	air	pressure,	cause	the	ears	
  to	pop,	sinuses	to	clog,	etc.
  RADIATIOn
  	
  Radiation	 occurs	 from	 many	 sources;	 Nuclear	 bombs,	
  Meson guns, solar flares, some power plant fuels are all sources 
  of	radiation.	Some	planets	may	also	be	heavily	irradiated	due	to	
  any	 number	 of	 factors	 including	 large	 concentrations	 of	 heavy	
  metals	and	other	radioactive	elements,	stellar	bombardment,	or	
  even	ancient	wars.
  	
  Radiation	 occurs	 in	 two	 modes,	 burst	 and	 continuous.	
  Radiation	 bursts,	 like	 from	 a	 nuclear	 bomb	 blast,	 do	 normal	
  stamina/lifeblood	 damage,	 but	 personal	 armor	 has	 no	 effect	
  (vehicle	and	starship	armor	still	apply	normally).	
   
  Continuous radiation exposure, like from solar flares or 
  nuclear	fuel	rods,	cause	damage	based	on	the	level	of	exposure	
  measure	in	Rads	(see	the	Radiation	Damage	table	below),	for	
  each	hour	of	exposure.
  	
  Dose	 Reduction	 is	 cumulative.	 I.e.,	 a	 character	 in	 a	 vac	
  suit	inside	an	ATV	reduce	dosage	by	90%,	then	by	0%	of	what	
  remains.	
  TABLE: Radiation Protection
  Protection
  AR Equivalent*
  Dose	Reduction**
  Vac	Suit
  
  0%
  Radiation	Suit
  5
  75%
  Starship	internal	wall***
  2
  20%
  Starship	Internal	Bulkhead****
  0
  90%
  Earth	or	Concrete	Bunker
  7
  80%
  Starship	Hull
  20
  95%
  Starship	Armor
  As	 Hull,	 +	 per	
  USP	rating
  As	 Hull,	 +%	 per	
  2	 points	 of	 USP	
  Rating	 to	 max	 of	
  99%
  *	AR	is	the	amount	of	Lifeblood	or	Stamina	damage	reduction	provided	
  by	the	armor
  **	 Various	 materials	 absorb	 radiation,	 preventing	 it	 reaching	
  characters	sheltering	behind
  ***	Treat	a	light	(civilian)	vehicle	hull	as	equivalent
  ****	Treat	a	military	vehicle	(or	ATV)	hull	as	equivalent
  TABLE: Long-Term Radiation Hazards
  Hazard
  Rads per Hour
  Nuclear	Crater,	Very	Old	(000	yr+)
  d0
  Nuclear	Crater,	Old	(00	yr+)
  2d20
  Nuclear	Crater,	Recent	(0	yr	or	less)
  d00
  Nuclear	Crater,	New
  0xd00
  Fallout-contaminated	area*
  5xd00
  Solar	Flare
  00xd20	for	d2	hours
  Minor	Reactor	Leak
  00+d00
  Major	Reactor	Leak
  500+5d00
  Severe	Reactor	Leak
  00xd00
  * Halve the dose if the character has breathing protection such as a filter 
  mask.
  SmOKE OR HEAVy DUST
  	
  A	character	who	breathes	heavy	smoke	must	make	a	Fortitude	
  saving	throw	each	round	(DC	5,	+	per	previous	check)	or	spend	
  that	round	choking	and	coughing.	A	character	who	chokes	for	two	
  consecutive	rounds	takes	d6	points	of	Stamina	damage.
  	
  Smoke	obscures	vision,	giving	one-half	concealment	(20%	
  miss	chance)	to	characters	within	it.
  TABLE: Radiation Damage
  Severity
  Rads
  Stamina
  Lifeblood
  CON*
  Symptoms
  Mild
  5-50
  d6
  -
  -
  Mild	to	moderate	nausea	and	vomiting
  Moderate
  5-300
  2d6
  d4
  -	once	
  Hair	loss,	mild	skin	burns,	nausea,	vomiting
  Severe
  30-500
  2d0
  2d6
  -	per	hour
  Hair	loss,	moderate	skin	burns,	nausea,	vomiting,	internal	bleeding.
  Extreme
  50-800
  3d0
  2d0
  -2	per	hour
  Hair	loss,	severe	skin	burns,	nausea,	vomiting,	internal	bleeding,	sterility
  Lethal
  800+
  4d0
  3d0
  -4	per	hour	
  Hair	loss,	massive	skin	burns,	nausea,	vomiting,	internal	bleeding,	sterility
  *Requires	a	Fortitude	save	(DC0	+	2	per	00	rads	of	exposure),	to	avoid	this	permanent	loss	to	Constitution.
  
  227
  ADVEnTURIng
  10
  SUFFOCATIOn
  	
  A	character	who	has	no	air	to	breathe	can	hold	her	breath	
  for		round	per	point	of	Constitution.	After	this	period	of	time,	the	
  character	must	make	a	Constitution	check	(DC	0)	in	order	to	
  continue	holding	her	breath.	The	save	must	be	repeated	each	
  round,	with	the	DC	increasing	by	+	for	each	previous	success.
  	
  When	the	character	fails	one	of	these	Constitution	checks,	
  she begins to suffocate. In the first round, she falls unconscious 
  (0	Stamina).	In	each	subsequent	round,	she	loses	d6	Lifeblood	
  until	she	suffocates	to	death.
  	
  Slow Suffocation:	 A	 Medium-size	 character	 can	 breathe	
  easily	for	6	hours	in	a	sealed	chamber	measuring	3	meters	on	a	
  side.	After	that	time,	the	character	takes	d6	points	of	Stamina	and	
  	point	of	Lifeblood	damage	every	5	minutes.	Each	additional	
  Medium-size character or significant fire source (a torch, for 
  example)	proportionally	reduces	the	time	the	air	will	last.	Thus,	
  two	people	can	last	for	3	hours,	after	which	they	each	take	d6	
  stamina and 1 Lifeblood damage per 15 minutes. If a fire or other 
  flame is present (equivalent to another Medium-size character in 
  terms	of	the	air	it	uses),	the	air	runs	out	in	only	2	hours.
  	
  VACUUm ExpOSURE
  	
  A	 character	 who	 is	 exposed	 to	 vacuum	 without	 protection	
  suffers	effects	similar	to	suffocation,	but	due	to	the	nature	of	a	
  vacuum	the	character	cannot	hold	her	breath.	To	do	so	would	
  be	extremely	harmful.	(see	Explosive	Decompression	for	more	
  information).	While	exposed	to	a	vacuum	a	character	can	survive	
  for		round	per	2	points	of	Constitution.	After	this	period	of	time,	
  the	character	must	make	a	Constitution	check	(DC	20)	in	order	to	
  continue	to	survive.	The	save	must	be	repeated	each	round,	with	
  the	DC	increasing	by	+	for	each	previous	success.
  	
  When	the	character	fails	one	of	these	Constitution	checks,	
  she	 falls	 unconscious	 (0	 stamina).	 In	 each	 subsequent	 round,	
  takes	d6	Lifeblood	damage	until	she	dies.
  BEyOnD THE FAnTASTIC
  ROLEPLAYING IN A TECHNOLOGICAL SOCIETY
  	
  Traveller	is	normally	associated	with	high-tech	adventuring	in	
  the	far	future,	but	the	T20	rules	span	a	wide	range	of	technological	
  levels	and	as	such	can	be	used	to	run	adventures	in	almost	any	
  setting.	It	is	quite	possible	to	run	a	fantasy	adventure	using	T20,	or	
  to	set	a	game	in	your	favorite	historical	period	(including	modern	
  times).	Once	the	game	setting	moves	away	from	the	traditional	
  realms	of	fantasy,	certain	factors	come	into	play.
  	
  Most	 importantly,	 people	 in	 a	 technological	 society	 (even	
  one	 as	 relatively	 low-tech	 as	 the	 Renaissance	 or	 its	 fantasy	
  equivalent)	tend	to	possess	more	skills	than	characters	from	a	
  fantasy	world.	As	technology	becomes	more	advanced,	what	you	
  know	how	to	do	becomes	far	more	important	than	how	tough	you	
  are.	
  	
  Another	important	factor	is	the	relative	deadliness	of	combat	
  in a technological society. Even the most basic firearms are 
  deadly;	 a	 character	 can	 be	 killed	 outright	 by	 a	 lucky	 hit.	Thus	
  fairly	incompetent	enemies,	who	would	be	no	match	for	a	tough	
  character	face-to-face	with	swords	or	bare	knuckles,	can	be	lethal	
  if	they	possess	the	right	weaponry.
  	
  Finally,	 a	 wider	 array	 of	 challenges	 and	 hazards	 can	
  confront	the	adventurers,	and	the	number	of	ways	around	those	
  challenges	is	greater.	For	example,	characters	can	be	faced	with	
  out-of-control	 vehicles,	 terrorists	 armed	 with	 weapons	 of	 mass	
  destruction,	 computers	 gone	 mad,	 and	 a	 whole	 array	 of	 new	
  problems.	 Fortunately,	 they	 also	 have	 technological	 means	 to	
  deal	with	these	hazards	–	if	they	possess	the	right	skills.	
  	
  As	technology	levels	increase,	societies	chance.	As	greater	
  yields	can	be	obtained	from	farmland	for	the	same	effort,	more	
  people	 are	 found	 living	 in	 cities	 and	 large	 communities.	 The	
  average	 “peasant”	 tends	 to	 become	 an	 industrial	 worker,	 and	
  then	 a	 “citizen”,	 probably	 working	 in	 tertiary	 industry	 like	 retail	
  or	administration,	or	else	a	technician	of	some	kind.	This	move	
  towards	bigger	communities	tends	to	result	in	people	becoming	
  more	sophisticated,	especially	once	mass	media	is	available.	
  	
  At	higher	technology	levels,	people	tend	to	travel	more,	for	
  work	or	pleasure.	The	typical	fantasy	peasant	farmer	is	unlikely	to	
  ever	go	beyond	the	nearest	market	town	in	his	entire	life,	but	his	
  equivalent	(agricultural	or	industrial	worker,	or	shopkeeper)	in	a	
  higher-tech	society	may	well	take	an	annual	foreign	holiday.	This	
  increase	in	the	available	life	experience	of	the	typical	person	has	
  important	implications	for	higher-tech	societies.
  	
  People	tend	to	be	more	politically	aware,	and	less	likely	to	
  be	taken	in	by	fast-talking	adventurers,	when	they	have	seen	a	
  little	of	the	world.	Conversely,	people	tend	to	be	less	accepting	
  of	 harsh	 conditions,	 since	 they	 know	 that	 things	 are	 better	
  elsewhere.	 Rabble-rousers	 have	 access	 to	 more	 people,	 and	
  thus are more influential. Thus higher-tech societies can become 
  unstable	in	hard	times.	
  	
  One	 other	 consequence	 of	 increasing	 technology	 is	 that	
  people	 become	 more	 complex.	 Many	 fantasy	 games	 have	
  clear-cut	evidence	of	Good	and	Evil,	and	thus	people’s	attitudes	
  tend	to	be	somewhat	polarized.	In	a	technological	universe,	the	
  normal	assumption	is	that	everything	is	rather	more	“gray”,	and	
  the	motivations	of	people	are	complex	and	often	a	little	murky.	
  There	is	no	actual	need	for	this	to	be	the	case;	fantasy	games	
  can	 include	 moral	 ambiguity	 and	 complex	 motivations,	 and	 a	
  technological	game	can	be	a	clear-cut	crusade	against	the	forces	
  of	evil.	
  	
  As	a	rule,	the	motivations	of	people	in	an	SF	universe	will	
  be	 complex	 and	 often	 ambiguous;	 this	 “feels	 right”	 to	 many	
  players	 since	 a	 SF	 game	 setting	 resembles	 our	 own	 shades-
  of-gray	world	more	than	the	realms	of	epic	fantasy.	However,	it	
  is	 entirely	 up	 to	 the	 Referee	 and	 players	 what	 they	 want	 their	
  universe	to	look	and	feel	like.	It	is	also	up	to	the	gamers	to	decide	
  whether	 their	 universe	 is	 a	 “Hard-SF”	 one	 where	 the	 rules	 of	
  physics	are	immutable	or	a	freewheeling	“Space-Opera”	where	
  amazing	 things	 are	 handwaved	 and	 the	 physical	 laws	 bent	 or	
  ignored	in	the	interest	of	a	good	story.	Most	Traveller	games	are	
  set	in	a	universe	that	is	basically	hard	but	with	a	few	space-opera	
  handwaves,	 and	 in	 which	 motivations	 are	 complex	 but	 heroes	
  and	villains	are	real.	What	yours	looks	like	is	up	to	you.	
  	
  Another	 factor	 that	 will	 affect	 adventurers	 in	 a	 high-tech	
  setting	is	the	availability	of	information.	In	a	society	where	many	
  people	are	literate	and	information	can	be	obtained	from	libraries,	
  newspapers	 and	 computer	 data	 systems,	 it	 is	 relatively	 easy	
  for characters to find out about the local situation, prominent 
  characters,	current	affairs	and	even	technical	information.	This	
  cuts	 both	 ways.	 When	 the	 adventurers	 arrive	 in	 town,	 anyone	
  interested	can	check	up	on	their	past	deeds	using	police	records,	
  newspaper	archives	and	so	on.	And	of	course,	if	information	can	
  be	obtained	this	way,	false	data	can	also	be	fed	to	the	characters	
  or	their	enemies.
  	
  Communication	also	improves	with	technology	level.	Once	
  accurate	images	of	people	can	be	sent,	it	becomes	much	more	
  difficult to flee from the authorities, and once the characters are 
  plugged	 into	 a	 communication	 and	 commerce	 network	 such	
  as	 exists	 today	 (credit	 cards,	 mobile	 phones	 and	 such	 like)	 it	
  becomes difficult to hide from those who have access to the 
  network.	
   
  In the Official Traveller Universe, where starships carry all 
  communications	between	star	systems,	it	is	possible	to	outrun	
  your	criminal	record	or	bank	details,	making	a	certain	amount	of	
  
  228
  ADVEnTURIng
  10
  dubious	trading	or	mobile	criminal	activity	possible.	Warrants	and	
  investigators will eventually catch up, of course, but the flow of 
  communication	greatly	affects	the	activities	of	characters.
  Playing	 a	 game	 in	 a	 historical	 (pr	 pseudohistorical)	 or	 modern	
  setting	 using	T20	 is	 straightforward.	 Some	 skills	 and	 feats	 will	
  of	course	not	be	available	(e.g.	vac	suit	and	Astrogation,	unless	
  you	are	playing	a	Science	Fantasy	game),	but	overall	it	isn’t	too	
  difficult to reference the appropriate Traveller tech level for the 
  period	you	want	to	game	in,	and	go	from	there.	History	books	
  (especially	the	sort	with	lots	of	pictures)	give	a	good	idea	of	what	
  the	period	looked	like	and	can	provide	basic	background.	
  	
  Science-Fiction	 games	 may	 seem	 more	 daunting.	 What	
  does a starport or a grav tank actually look like? However, 
  modern	society	provides	us	with	a	good	starting	point.	With	a	little	
  imagination	and	some	though	about	how	changing	technologies	
  might	 affect	 how	 things	 get	 done,	 modern	 concepts	 can	 be	
  transplanted	into	the	far	future.
  	
  Take	Starports,	for	example.	Yes,	they’re	futuristic	high-tech	
  places,	but	they’re	also	places	where	people	go	when	they	want	
  to	obtain	transportation	to	somewhere.	That’s	not	so	different	to	
  an airport, seaport or railway station. It’s not so difficult to imagine 
  the	airplanes	as	starships	and	shuttles	waiting	to	blast	off	to	the	
  stars.	The	details	may	be	slightly	different,	but	you	can	bet	all	the	
  trappings	of	the	airport	are	present	in	your	far	future	starport.	The	
  check-in	desk,	security	scanners,	crows	of	people	disembarking	
  or awaiting flights. The shops and stalls on the concourse may 
  be	run	by	Vargr	and	Sydites;	the	security	guards	may	be	Imperial	
  Marine	troopers,	and	the	announcements	may	be	in	Vilani,	but	
  the	basics	of	the	setting	are	the	same.	
  	
  People	in	the	far	future	will	still	go	to	work,	eat,	sleep,	argue	
  with	one	another.	They’ll	go	shopping	or	sit	in	coffee	shops	all	
  day,	 or	 socialize	 in	 bars.	The	 details	 may	 differ;	 the	 “sky”	 is	 a	
  concrete	dome	in	an	underground	city;	the	barman	is	a	hologram	
  and	the	music	is	live	Vargr	Jazz,	but	the	basics	are	once	again,	
  drawn	right	from	our	modern	society.
  	
  This	is	the	way	to	build	a	believable	future;	use	the	mundane	
  and	the	modern	as	a	peg	to	hang	the	amazing	on.	A	crowd	is	a	
  crowd;	pull	the	details	of	noise	and	bustle	from	your	last	shopping	
  trip.	Now	imagine	that	some	of	the	people	are	aliens,	or	dressed	
  in	High	Vilani	fashion.	Imagine	a	Free	Trader	crew	swaggering	
  through	the	mass	with	their	pseudoleather	jackets	and	low-slung	
  snub	 pistols.	 Add	 an	 air/raft	 passing	 overhead,	 or	 a	 bank	 of	
  interactive	holographic	adverts,	and	you’ve	got	a	scene	from	the	
  future.
  	
  You	can	of	course	also	draw	on	concepts	from	movies	and	TV	
  to flesh out your future setting. There are many different visions of 
  the	future	to	choose	from;	lift	whatever	concepts	you	like	from	any	
  of	them,	if	it	helps	you	visualize.	Some	measure	of	consistency	is	
  advisable,	but	it’s	your	future	setting	–	it	looks	the	way	you	want	
  it	to!
  	
  The	bottom	line	is	that	it’s	not	hard	to	transport	yourself	into	
  an	imaginary	future.	Nobody	is	saying	the	future	will	actually	look	
  like	that	–	we	don’t	know	what	the	day	after	tomorrow	will	look	like	
  –	but	this	isn’t	an	accurate	simulation	of	the	future	of	humanity.	
  No,	it’s	a	game,	created	by	today’s	people	for	their	amusement.	
  It’s	fantasy.	Beyond	the	traditional	sword	and	sorcery,	maybe,	but	
  fantasy	all	the	same.	
  THE	WAY	OF	THE	WORLD(S)
  	
  Traveller	 can	 be	 played	 as	 a	 black	 &	 white,	 good-vs-evil	
  campaign	if	players	so	choose.	However,	the	setting	becomes	
  much	more	interesting	if	a	“shades	of	gray”	and	“wheels	within	
  wheels”	approach	is	taken.	There	can	still	be	truly	evil	people,	
  of	course,	and	threats	that	are	so	dire	that	they	unite	everyone	
  against	them	no	matter	what	their	differences	may	be.	But	for	the	
  most	part,	every	person,	every	group	and	every	organization	will	
  have	its	or	their	own	agenda,	and	motivations	that	may	be	quite	
  complex.
  	
  This	creates	a	lot	of	moral	ambiguity	in	the	setting,	where	
  it	is	hard	to	know	what	to	do	for	the	best.	One	way	around	this	
  problem	is	of	course	to	become	totally	self-centered	and	simply	do	
  whatever	brings	the	characters	the	greatest	advantage.	However,	
  something	is	lost	from	the	game	when	characters	engage	in	this	
  kind	of	activity.	
  	
  Traveller	assumes	that	characters	are	heroes	of	some	kind.	
  Flawed	 heroes,	 maybe,	 or	 not	 very	 heroic	 ones,	 but	 heroes	
  nonetheless.	People	who	don’t	rob	and	kill	just	for	the	fun	of	it,	
  and	who	will	usually	try	to	do	what’s	right	(or	at	least	to	do	things	
  that	aren’t	particularly	bad	for	others!).	Such	heroes	sometimes	
  find that their employer isn’t as honest as they thought, or that 
  their	actions	have	had	unexpected	consequences.	Other	times,	
  becoming	involved	in	a	situation	can	lead	deeper	and	deeper	into	
  a web of deceit, conflicting influences and hidden knowledge. As 
  a	rule,	characters	who	try	to	do	right	will	have	more	fun	–	or	at	
  least,	a	deeper	game	experience	–	than	those	who	just	take	the	
  money	and	run.
  	
  Players	whose	characters	are	heroic	rather	than	self-centered	
  do	run	greater	risks,	but	they	can	expect	this	to	be	offset	in	two	
  ways:	
  	
  First	of	all,	the	Referee	is	more	likely	to	“play	to”	characters	
  he	knows	will	respond,	meaning	that	heroes	tend	to	take	centre	
  stage	(note	that	heroes	are	not	all	combat-bunnies;	any	character	
  can	be	heroic	in	this	sense,	even	if	he’s	a	complete	coward).
  	
  Secondly,	some	Referees	choose	to	reward	“heroic”	actions	
  and	 slightly	 penalize	 uncaring	 behaviour.	 One	 example	 of	 this	
  is	to	give	an	experience	bonus	to	characters	whose	actions	are	
  heroic	 or	 honorable.	 Such	 actions	 don’t	 have	 to	 be	 risky,	 just	
  “decent”.	 Another	 approach	 is	 the	 Karma	 Rule	 mentioned	 in	
  another version of Traveller. There is no specific mechanic for 
  this,	but	it	can	be	boiled	down	to:	Heroes	get	the	odd	lucky	break;	
  bad	things	happen	to	bad	people.	Thus	a	group	that	badly	needs	
  a spare part for their ship will find it easier to get one if they’ve 
  gotten	involved	in	the	game	universe	rather	than	just	marauding	
  across	it	collecting	the	loot.	Note	that	even	if	your	Referee	uses	
  “karma”,	it	won’t	save	you	from	a	fatal	wound.	Heroes	die	too.	
  What	 it	 might	 do	 is	 allow	 the	 dying	 companions	 a	 chance	 to	
  scrounge	or	fabricate	the	part	needed	to	make	the	autodoc	work,	
  just	in	time.
  	
  An	 alternative	 version	 of	 the	 Karma	 Rule	 is	 used	
  subconsciously	 by	 many	 Referees:	 Interesting	 characters	 are	
  worth	keeping	alive.	Generic	Ex-Marine	#7	is	expendable.	After	
  all,	#8	will	be	along	in	a	moment	and	he’ll	be	the	same	character,	
  more	or	less.	
  	
  However	your	Referee	and	players	choose	to	run	the	game,	
  it is the Official Position™ of the Traveller designers that 2-
  dimensional	 self-centered	 munchkinism	 is	 a	 Bad	 Thing,	 while	
  creating	 a	 character	 who	 is	 in	 interesting	 and	 at	 least	 slightly	
  heroic	is	the	best	way	to	experience	the	richness	of	the	Traveller	
  universe.	
  	
  None	 of	 this	 means	 that	 characters	 can’t	 break	 the	 law,	
  smuggle	stuff,	run	from	the	cops	or	shoot	it	out	with	the	opposition.	
  What	it	means	is	that	the	Traveller	universe,	like	ours,	is	a	complex	
  place	where	individuals	have	to	make	their	own	decisions	and	
  deal	with	the	consequences.	The	bottom	line	is	this:
   
  Traveller has no artificial morality or alignment system 
  imposed	upon	it.	Characters’	morality	must	come	from	the	player,	
  making	each	character	unique.	If	you	play	a	character	who	does	
  not	take	responsibility	for	his	actions,	you’ll	lose	out	on	part	of	the	
  gaming	experience.	
  	
  But	the	choice,	ultimately,	is	yours.	
  
  229
  pSIOnICS
  11
  	
  Most	 intelligent	 beings	 have	 some	 latent	 psionic	 ability,	
  though	in	the	vast	majority	of	cases	the	talent	is	too	weak	to	even	
  measure.	Through	natural	talent	or	formal	training,	a	rare	few	of	
  those	who	do	possess	real	potential	can	learn	how	to	harness	
  their	incredible	powers.
  pSIOnICS InSTITUTE
  	
  All	 groups	 engaged	 in	 the	 study	 or	 teaching	 of	 psionics	
  are	referred	to	as	“Psionic	Institutes”,	whether	they	are	a	large	
  university	campus	or	a	lonely	(and	possibly	mad)	hermit	passing	
  on	 arcane	 wisdom	 to	 the	 occasional	 student.	The	 Institute	 will	
  examine	those	seeking	to	determine	their	psionic	potential,	and	
  train	those	who	wish	to	be	trained,	for	the	appropriate	fees	or	
  services.	 Unfortunately,	 most	 Institutes	 do	 not	 advertise	 in	 the	
  local paper and can be rather hard to find. Locating a Psionics 
  Institute	is	often	an	adventure	in	its	own	right.
  DETERmInIng pSIOnIC pOTEnTIAl
  	
  A	comprehensive	examination	
  will	 take	 two	 weeks	 time	 and	
  cost	 Cr5000.	 At	 the	 end	 of	 the	
  examination	the	character	will	be	
  provided	 with	 a	 comprehensive	
  measure	of	their	psionic	potential.	
  It	 should	 be	 noted	 that	 psionic	
  potential	severely	declines	as	one	
  gets	 older.	 The	 earlier	 someone	
  is	 tested	 and	 trained,	 the	 more	
  potential	they	are	likely	to	have.
  	
  Some	 charity	 is	 available	
  for	 the	 truly	 indigent	 who	 apply	
  (Referee’s	 decision,	 then	 have	
  the	 character	 make	 a	 Charisma	
  check	(DC8)	to	be	given	a	free	
  examination).	 Characters	 being	
  examined	 by	 the	 Institute	 due	 to	
  selecting	 the	 PSI	 Training	 feat	
  have	this	fee	waived.
  	
  The 
  Examination:	
  The	
  character	 determines	 his	 psionic	
  potential	by	rolling	3d6,	subtracting	
  –	 for	 every	 4	 years	 of	 age	 (or	
  fraction	 thereof)	 he	 is	 over	 the	
  age	of	8.	For	example,	a	54	year	
  old	character	being	tested	would	
  roll	3d6-9	to	determine	his	psionic	
  potential	(54	–	8	=	36	/	4	=	+9).	
  	
  If	a	character	has	previously	
  taken	this	exam,	they	do	not	roll	
  again.	Instead	simply	use	the	previous	potential.	If	the	character	
  has	aged	a	year	or	more	since	the	last	examination,	the	effects	of	
  age	still	apply	and	may	reduce	the	character’s	potential	if	enough	
  time	has	passed.
  TRAInIng
  	
  Once	it	has	been	determined	that	a	character	has	a	psionic	
  potential	 of	 	 or	 more,	 he	 must	 be	 trained	 in	 the	 use	 of	 that	
  potential	immediately	or	it	will	continue	to	degrade	with	age.	The	
  only	way	to	avoid	the	loss	in	potential	with	age	is	to	be	trained.	
  The	Institute	of	course	offers	such	training	for	a	fee	of	Cr00,000.	
  The	training	takes	4	months	of	intensive	study	and	training,	during	
  which	time	the	character	will	be	unable	to	attend	to	anything	other	
  than	his	basic	needs.
  	
  Characters	 attending	 the	 Institute	 by	 selecting	 the	 Psi	
  Training	feat	have	this	fee	waived.	Extremely	gifted	individuals	
  (Psi	score	of	2	or	higher)	may	apply	for	a	scholarship	if	they	
  cannot	otherwise	afford	the	training.	In	such	cases,	the	Institute	
  will	 take	 95%	 of	 the	 character’s	 assets	 and	 possessions	 and	
  waive	the	remainder	of	the	fee.
  	
  Once	 trained,	 the	 character	 may	 now	 record	 their	 psionic	
  potential	 as	 their	 actual	 PSI	 score,	 and	 need	 no	 longer	 worry	
  about	the	effects	of	further	aging	on	their	psionic	ability.
  pSIOnIC STREngTH (pSI)
  	
  Psi	 represents	 the	 total	 psionic	 power	 a	 character	 is	 able	
  to	call	upon	before	become	too	mentally	exhausted	to	continue	
  using	their	psionic	abilities.	Psionic	feats,	called	talents,	require	a	
  specific cost in Psi to empower its effects. When a talent is used, 
  the	cost	is	applied	against	the	character’s	current	Psi	score.	If	the	
  cost	of	using	the	talent	would	reduce	the	character’s	current	Psi	
  rating	to	less	than	0,	that	talent	cannot	be	used	at	that	time.
  	
  If	the	use	of	a	talent	ever	reduces	the	character	to	exactly	
  0	Psi	points,	the	character	will	immediately	fall	comatose	for	the	
  next	2d6	hours.	The	character	can	make	a	Will	save	(DC5)	to	
  cut	this	time	in	half.	It	will	be	impossible	to	wake	the	character	
  during	this	comatose	state.	After	the	given	number	of	hours,	the	
  character	will	awaken	from	the	coma	on	his	own,	with	the	effect	
  of	having	had	the	equivalent	of	a	full	night	of	rest	and	recovery.
  	
  Recovery:	A	character	will	recover		Psi	point	per	hour	of	
  standard	activity	(i.e.	no	combat	or	use	of	other	psionics).	A	full	
  night	of	rest	will	fully	restore	any	expended	PSI	points.	
  	
  Note:	 PSI	 is	 not	 an	 ability	 score.	A	 character’s	 Psi	 score	
  cannot	 be	 improved	 except	 through	 the	 use	 of	 psi-enhancing	
  drugs.	
  THE FIVE pOSSIBlE SpHERES
   
  There are five possible spheres of influence that a psionicist 
  may	 be	 capable	 of	 manipulating,	 though	 it	 is	 very	 unlikely	
  that	anyone	would	be	capable	of	activity	in	all	spheres.	When	
  the	character	receives	training	at	a	Psionics	Institute,	it	will	be	
  determined which spheres the character has an affinity for.
   
  A character will always have an affinity for at least one sphere, 
  but	which	one	is	not	necessarily	up	to	them.	The	character	may	
  list	 which	 of	 the	 spheres	 they	 would	 prefer	 to	 have	 an	 ability	
  in,	from	most	preferred	to	least	preferred.	If	the	character	is	a	
  natural talent and already has one sphere of influence noted, the 
  character	will	skip	that	sphere	and	list	the	remaining	spheres	as	
  previously	described.
   
  Starting with the character’s first choice on the list and 
  consulting	the	table	below,	the	character	must	roll	d20	against	
  the	DC	listed	for	the	appropriate	sphere.	If	the	roll	is	successful,	
  the	character	may	develop	talents	within	that	sphere.
  	
  Continuing	down	the	character’s	list,	each	sphere	is	similarly	
  checked	to	see	if	the	character	may	also	develop	talents	within	
  these spheres. A cumulative modifier of –2 is add to each roll 
  after the checking the first sphere on the character’s list: -2 for the 
  second	roll,	-4	for	the	third	roll,	and	so	on.
  	
  If	the	last	sphere	on	the	character’s	list	is	reached	and	no	
  other	spheres	have	yet	to	be	gained,	then	this	will	be	the	one	and	
  only sphere the character has an affinity with. Otherwise, check 
  for affinity normally.
  pSIOnICS
  Table: psionic Strength by Age 
  Age
  Max
  Psi*
  Roll	
  for Psi
  up	to	8
  8
  3d6
  22
  7
  3d6-
  26
  6
  3d6-2
  30
  5
  3d6-3
  34
  4
  3d6-4
  38
  3
  3d6-5
  42
  2
  3d6-6
  46
  
  3d6-7
  50
  0
  3d6-8
  54
  9
  3d6-9
  58
  8
  3d6-0
  62
  7
  3d6-
  66
  6
  3d6-2
  70
  5
  3d6-3
  74
  4
  3d6-4
  78
  3
  3d6-5
  82
  2
  3d6-6
  86
  
  3d6-7
  90
  0
  3d6-8
  *	At	the	time	of	testing	only.
  
  230
  pSIOnICS
  11
  TABLE: Sphere Affinity
  Sphere
  DC
  Telepathy
  4
  Clairvoyance
  7
  Telekinesis
  7
  Awareness
  9
  Teleportation
  5
  Effects of Training
  	
  Psionics	is	very	much	a	mystical	art	rather	than	a	precise	
  science.	Thus	 training	 at	 the	 Institute	 can	 merely	 acquaint	 the	
  character	 with	 basic	 concepts	 and	 theories	 of	 control	 over	 his	
  newfound	gifts.	As	little	as	the	training	really	is,	it	provides	enough	
  knowledge	to	allow	the	character	to	begin	actually	developing	his	
  abilities.
  SpHERES OF InFlUEnCE
   
  The talents available to a psion are divided into five different 
  spheres of influence: Telepathy, Clairvoyance, Awareness, 
  Telekinesis,	 and	 Teleportation.	A	 psion	 develops	 his	 capability	
  within	 a	 given	 sphere,	 but	 the	 number	 of	 different	 spheres	 of	
  influence a psionicist may control limited to those acquired during 
  training	at	the	Institute.
  SpHERE DEVElOpmEnT
   
  Once a character has an affinity with a sphere of influence 
  and	 has	 been	 trained,	 he	 may	 list	 and	 develop	 it	 as	 if	 it	 were	
  a	normal	cross-class	skill,	except	that	the	character’s	skill	rank	
  in	the	sphere	may	never	exceed	his	Psi	score.	For	example	a	
  character	 with	 a	 Psi	 score	 of	 8	 could	 not	 develop	 any	 sphere	
  higher	than	a	skill	rank	of	8,	regardless	of	his	actual	level.
   
  The skill rank of a character within a sphere of influence 
  determines	which	of	the	Talent	feats	the	character	is	eligible	to	
  learn.	If	a	Talent	feat	has	a	skill	rank	requirement	of	7	and	the	
  character	only	had	a	skill	rank	of	6	within	that	talent’s	sphere	of	
  influence, the character could not yet select that talent.
  	
  Note	that	a	character	with	the	Natural Talent	feat	will	always	
  have	an	effective	skill	rank	of	2	higher	than	their	actual	skill	rank	
  within their natural sphere of influence.
  	
  Members	of	the	Psionicist	prestige	class	develop	their	skill	
  ranks in the spheres they have an affinity with as class skills. 
  In	addition,	they	do	not	need	to	take	talents	as	separate	feats.	
  Instead,	talents	are	gained	automatically	as	soon	as	the	Psionicist	
  reaches	 a	 high	 enough	 skill	 rank	 to	 qualify	 for	 (and	 use)	 the	
  talent.
  pSIOnIC TAlEnTS
  	
  The	things	a	psion	can	do	with	his	or	her	mind	are	called	
  talents.	A	talent	is	similar	to	a	magical	spell	in	other	d20	games.	
  Indeed,	to	folks	of	lower	technology	levels,	psionics	may	appear	
  to	be	evidence	of	real	magic.	However,	a	psionic	talent	has	no	
  necessary	‘components’	of	any	sort.	A	psion	merely	need	to	think	
  of	doing	something	and	will	it	to	be	done,	immediately.
  	
  For	 most	 psions,	 ie	 those	 who	 are	 not	 members	 of	 the	
  Psionicist	 prestige	 class,	 each	 talent	 must	 be	 selected	 as	 if	 it	
  were	a	normal	feat,	and	the	character	must	have	a	skill	rank	in	
  the appropriate sphere of influence at least equal to or greater 
  than	the	rank	of	the	talent	itself	before	it	may	be	selected.	The	
  character	must	also	be	able	to	satisfy	any	other	prerequisites	that	
  may	be	listed	for	a	talent.
  	
  Members	of	the	Psionicist	class	do	not	need	to	take	each	
  talent	as	a	separate	feat.	Instead	they	automatically	gain	access	
  to	all	the	talents	within	the	spheres	they	possess	as	soon	as	the	
  Psionicist’s	skill	rank	in	that	sphere	is	high	enough.
  USIng TAlEnTS
  	
  Psionic	talents	may	be	used	in	the	game	in	the	same	manner	
  as	feats;	a	psionic	action	is	as	natural	to	a	psionic	character	as	
  opening a door or firing a weapon. Sufficient psionic strength 
  must	be	available	to	the	character	to	pay	the	base	cost	of	the	
  talent and any extra cost associated with range. If insufficient 
  psionic	strength	is	available,	the	talent	may	not	be	used	at	that	
  time.
  	
  It	may	or	may	not	be	obvious	to	onlookers	that	the	character	
  has	done	something.	Many	psionicists	make	small	gestures	or	
  speak	aloud	when	using	their	talents.	Others	are	able	to	seem	
  to	 be	 doing	 nothing	 as	 a	 psionic	 phenomenon	 manifests	 itself	
  nearby.	The	Referee	should	decide	if	gestures	etc	are	necessary,	
  a	habit	some	psionicists	have,	or	are	irrelevant,	according	to	his	
  or	her	wishes.	
  	
  Using	 a	 psionic	 talent	 does	 require	 concentration	 and	 will	
  normally	take	up	a	character’s	full	attention	for	the	round,	though	
  he	will	be	able	to	carry	out	simple	automatic	actions	like	walking,	
  turning door handles or cuffing an apprentice around the ear at 
  the	same	time.
  RAngE OF pSIOnIC TAlEnTS
  Each	psionic	talent	has	a	cost	associated	with	the	range	at	which	
  it	is	used,	in	addition	to	the	base	cost	listed	for	the	talent	itself.	
  Consult	the	chart	below	to	determine	these	costs.
   
  pSIOnIC RAngE TABlE
  Tele-
  Clair-
  Tele-
  Tele-
  Range
  pathy
  voyance
  kinesis
  port
  Range Descriptions
  Close
  0
  0
  0
  2
  in	physical	contact,	
  touching.
  Short
  2
  2
  2
  3
  sword	or	polearm	
  point.		to	5	meters.
  Medium
  3
  2
  3
  5
  pistol	range.	6	to	50	
  meters.
  Long
  4
  3
  7
  5
  rifle range. 51 to 
  250	meters
  Very	Long
  5
  3
  4
  5
  extreme	range.	25	
  to	500	meters.
  Distant
  6
  5
  -
  7
  beyond	normal	
  contact.	50	to	
  5000	meters.
  Very	Distant
  7
  5
  -
  7
  out	of	sight.	5	to	5	
  kilometers.
  Regional
  8
  6
  -
  8
  5	to	500	
  kilometers.
  Continent
  8
  6
  -
  8
  50	to	5000	
  kilometers
  Planetary
  9
  6
  -
  8
  500	to	50,000	
  kilometers.
  TAlEnT FORmAT
  	
  Each	talent	follows	the	same	format	as	described	below.
  TAlEnT nAmE
  Sphere:	A	character	must	have	at	least	a	skill	rank	of		or	higher	
  within the listed sphere of influence for that talent.
  Prerequisites:	 Some	 talents	 require	 the	 possession	 of	 other	
  lesser	but	related	talents	before	they	may	be	taken.
  
  23
  pSIOnICS
  11
  Rank:	Each	talent	lists	the	minimum	skill	rank	that	a	psionicist	
  must	have	in	order	to	use	that	talent.	For	example,	a	psionicist	
  trained	in	the	Telepathy	sphere	with	a	skill	rank	of	7	could	not	use	
  the	Probe	(Rank	9)	or	the	Assault	(Rank	0)	talents.
  Cost:	 To	 use	 a	 talent,	 the	 psionicist	 must	 temporarily	 expend	
  their	Psionic	Strength	(PSI)	to	empower	it.	If	a	psionicist	does	not	
  have sufficient PSI remaining to empower a talent, he may not 
  use	it	at	that	time.
  Duration:	Some	talents	are	immediate	in	effect,	other	may	last	for	
  seconds,	minutes,	or	even	hours.	Each	talent	details	the	amount	
  of	time	the	talent	will	be	remain	in	effect.
  A	descriptive	text	will	follow	the	statistics	of	each	talent.
  TElEpATHy SpHERE
  	
  Telepathy	 is	 the	 ability	 to	 communicate	 directly	 with	 other	
  minds.	In	its	most	basic	for,	telepathy	allows	a	character	to	detect	
  or	 project	 feelings	 and	 emotions	 only.	 In	 its	 more	 advanced	
  forms,	telepathy	allows	for	direct	transfer	of	mental	images	and	
  thoughts,	or	even	a	psychic	assault	against	another	mind.
  SHIElD
  Sphere:	Telepathy
  Rank:	
  Cost:	0
  Duration:	Always	in	effect
  Benefit:	All	Psionicists	trained	in	the	telepathy	sphere	are	taught	
  how	to	erect	a	mental	shield,	protecting	them	against	unwanted	
  outside	telepathic	interference.	This	shield	is	in	force	at	all	times	
  and	requires	no	effort	or	expenditure	of	Psi	Strength	to	maintain	
  it.	The	shield	will	stop	any	type	of	telepathic	talent	short	of	an	
  Assault,	when	directed	against	the	psionicist.	The	psionicist	may	
  lower	this	shield	at	any	time	to	allow	another	telepath	access	to	
  his	or	her	thoughts,	if	so	desired.
  lIFE DETECTIOn
  Sphere:	Telepathy
  Rank:	
  Cost:	2
  Duration:	Up	to	60	seconds
  Benefit: The	Psionicist	can	detect	the	presence	of	other	minds.	
  This	ability	enables	a	character	to	sense	the	presence	of	other	
  minds,	the	number	of	minds	present,	the	general	type	of	minds	
  (animal,	human,	Vargr,	etc.)	and	their	approximate	location.
  TElEmpATHy
  Sphere:	Telepathy
  Prerequisites:	Life	Detection
  Rank:	2
  Cost:	2
  Duration:	Up	to	60	seconds
  Benefit: The	Psionicist	can	sense	and	communicate	emotions	
  and	basic	feelings.	Telempathy	allows	the	character	to	read	the	
  emotions	and	feelings	of	both	animals	and	members	of	their	own	
  race.	The	character	may	also	send	emotions	such	as	love,	hate,	
  fear, trust, and others to influence other animals and members of 
  their	own	race.
  READ SURFACE THOUgHTS
  Sphere:	Telepathy
  Prerequisites:	Telempathy
  Rank:	4
  Cost:	3
  Duration:	Up	to	60	seconds
  Benefit:	The	Psionicist	can	read	the	thoughts	of	other	(sentient)	
  individuals.	 He	 may	 read	 and	 comprehend	 the	 active,	 current	
  thoughts	of	a	subject	who	will	(if	not	herself	psionically	talented)	
  remain	unaware	of	the	action.	If	the	subject	is	psionically	talented,	
  their	thoughts	cannot	be	read	due	to	their	natural	shields,	and	
  they	will	immediately	be	aware	of	the	attempt.
  SEnD THOUgHTS
  Sphere:	Telepathy
  Prerequisites:	Read	Surface	Thoughts
  Rank:	5
  Cost:	3
  Duration:	Up	to	20	seconds
  Benefit:	The	Psionicist	may	send	thought	messages	to	anyone,	
  though	psionically	talented	individuals	may	choose	to	shield	out	
  such	thoughts	if	desired.
  pROBE
  Sphere:	Telepathy
  Prerequisites:	Read	Surface	Thoughts
  Rank:	9
  Cost:	2
  Duration:	Up	to	0	minutes
  Benefit:	The	Psionicist	may	question	a	subject	using	Probe	and	
  easily	determine	deliberate	untruths	that	may	be	told	(or	thought).	
  Probe	cannot	be	used	on	a	shielded	mind.
  ASSAUlT
  Sphere:	Telepathy
  Prerequisites:	Send	Thoughts
  Rank:	0
  Cost:	4
  Duration:	2	seconds
  Benefit:	An	assault	against	an	unshielded	mind	will	reduce	the	
  target	 to	 0	 Stamina,	 rendering	 them	 immediately	 unconscious	
  immediately and will additionally inflict 2d6+6 points of Lifeblood 
  damage.	 Against	 a	 shielded	 mind,	 the	 attack	 must	 make	 an	
  opposed	PSI	check.	If	the	target	has	the	higher	PSI	check	roll,	
  there	is	no	effect	from	the	assault.
  ClAIRVOyAnCE SpHERE
  Clairvoyance	is	the	ability	to	sense	events	occurring	or	‘see’	items	
  located	out	of	the	direct	view	of	the	character.	Early	ability	with	
  this	sphere	is	restricted	to	vague	and	basic	‘views’	at	very	limited	
  range,	 and	 grows	 in	 range	 and	 capability	 with	 the	 increased	
  development.
  SEnSE
  Sphere:	Clairvoyance
  Rank:	2
  Cost:	2
  Duration:	Up	to	30	seconds
  Benefit:	 A	 character	 will	 become	 aware	 of	 the	 most	 basic	
  characteristics	 of	 a	 location	 when	 using	 this	 talent,	 such	 as	 ‘a	
  room	containing	four	dogs’	or	‘an	open	plain	with	a	single	tree’.	
  Generally	 the	 most	 interesting	 or	 important	 features	 will	 be	
  sensed.
  ClAIRVOyAnCE
  Sphere:	Clairvoyance
  Prerequisites:	Sense
  Rank:	5
  Cost:	3
  Duration:	Up	to	30	seconds
  Benefit:	The	character	can	view	the	activity	and	features	of	a	
  specific distant location.
  
  232
  pSIOnICS
  11
  ClAIRAUDIEnCE
  Sphere:	Clairvoyance
  Prerequisites:	Sense
  Rank:	5
  Cost:	3
  Duration:	Up	to	30	seconds
  Benefit:	The	character	hears	the	any	sounds	and	noises	occurring	
  at a specific distant location.
  COmBInED ClAIRAUDIEnCE AnD ClAIRVOyAnCE
  Sphere:	Clairvoyance
  Prerequisites:	Clairaudience	and	Clairvoyance
  Rank:	9
  Cost:	3
  Duration:	Up	to	30	seconds
  Benefit: Imparts the benefits of both talents.
  AWAREnESS SpHERE
  	
  Awareness	deals	with	the	sense	and	control	of	one’s	own	
  body.	
  SUSpEnDED AnImATIOn
  Sphere:	Awareness
  Rank:	2
  Cost:	5
  Duration:	Up	to	7	days
  Benefit:	The	character	can	enter	a	state	of	suspended	animation	
  similar	 to	 cryosleep,	 but	 without	 the	 dangers,	 and	 remain	
  suspended	without	need	of	food	and	water	for	up	to	7	days.	An	
  external	stimulus	is	required	to	awaken	the	sleeper,	such	as	an	
  alarm	clock	or	a	friend.
  pSIOnICAlly EnHAnCED STREngTH
  Sphere:	Awareness
  Prerequisites:	Suspended	Animation
  Rank:	4
  Cost:	Varies
  Duration:	60	minutes	(peak	effectiveness)
  Benefit:	For	each	Psi	point	spent	using	this	talent,	the	Psionicist	
  may	temporarily	add		point	to	his	or	her	strength	score.	This	
  effect	will	last	for	60	minutes,	after	which	it	will	begin	to	quickly	
  return	to	normal	at	a	rate	of		point	per	minute.
  pSIOnICAlly EnHAnCED COnSTITUTIOn
  Sphere:	Awareness
  Prerequisites:	Suspended	Animation
  Rank:	5
  Cost:	Varies
  Duration:	60	minutes	(peak	effectiveness)
  Benefit:	For	each	Psi	point	spent	using	this	talent,	the	Psionicist	
  may	temporarily	add		point	to	his	or	her	constitution	score	and		
  point	to	Lifeblood	score.	This	effect	will	last	for	60	minutes,	after	
  which	it	will	begin	to	quickly	return	to	normal	at	a	rate	of		point	
  per	minute.
  REgEnERATIOn
  Sphere:	Awareness
  Prerequisites:	 Psionically	 Enhance	 Strength	 and	 Psionically	
  Enhance	Constitution
  Rank:	9
  Cost:	Varies
  Duration:	Immediate
  Benefit:	For	each	Psi	point	spent	using	this	talent,	the	Psionicist	
  may	recover		point	of	Lifeblood	damage	and	0	points	of	Stamina	
  damage.	 Healing	 occurs	 immediately.	 This	 talent	 includes	 the	
  ability	to	grow	new	limbs	and	organs	to	replace	lost	ones,	and	
  may	also	be	used	to	heal	old	injuries	suffered	before	the	character	
  was	trained.	This	talent	cannot	counteract	the	effects	of	aging.
  TElEKInESIS SpHERE
  	
  Telekinesis	 is	 the	 ability	 to	 manipulate	 objects	 without	
  physically	touching	them.	There	is	but	one	talent	associated	with	
  this	sphere;	Telekinesis.	How	large	and	object	and	how	long	it	
  can	be	manipulated	is	based	on	the	Psi	rating	and	skill	rank	of	the	
  character.
  	
  TElEKInESIS
  Sphere:	Telekinesis
  Rank:	Varies
  Cost:	Varies
  Duration:	up	to	60	seconds
  Benefit:	A	character	can	manipulate	(use)	any	item	or	object	as	
  if	he	or	she	were	physically	touching	it,	but	is	not	subject	to	any	
  physical	danger,	pain,	stimuli,	or	other	consequences	that	would	
  normally	befall	anyone	in	contact	with	the	object.
  	
  Weight
  Rank
  Cost
  Duration
  	gram
  
  2
  60
  0	grams
  2
  3
  60
  00	grams
  3
  5
  60
  	kilogram
  5
  8
  60
  0	kilograms
  8
  2
  60
  00	kilograms
  0
  4
  60
  000	kilograms
  4
  6
  60
  0,000	kilograms
  8
  8
  60
  TElEpORTATIOn SpHERE
  	
  Teleportation	 is	 the	 ability	 to	 instantaneously	 move	 from	
  one	 point	 to	 another,	 without	 regard	 to	 intervening	 matter.	
  Like	 telekinesis,	 there	 is	 only	 one	 talent	 within	 this	 sphere;	
  Teleportation.	How	much	weight	one	may	move	and	how	far	are	
  based	on	the	Psi	rating	of	the	character	and	his	skill	rank	with	this	
  sphere.
  TElEpORTATIOn
  Sphere:	Teleportation
  Rank:	Varies
  Cost:	Varies
  Duration:	Instantaneous
  Benefit:	If	the	Psionicist	can	see	the	destination	at	a	distance,	
  is	already	familiar	with	the	destination,	or	can	have	the	mental	
  image	of	the	destination	implanted	into	her	mind	by	a	telepath,	
  she	may	use	this	talent	to	move	immediately	to	the	destination	
  location.
  Circumstance
  Rank
  Cost
  Max Weight
  Self,	unclothed
  5
  Range
  Body	Weight
  Self,	clothed
  7
  Range
  +	000g
  Self,	with	light	equipment
  9
  Range
  +	Str	x	kg
  Self,	with	moderate	equip.
  2
  Range	+2
  +	Str	x	0kg
  Self,	with	heavy	equip.
  5
  Range	+5
  +	Str	x	20kg
  
  233
  pSIOnICS
  11
  pSI DRUgS
  	
  Chemical	 means	 are	 available	 to	 enhance	 a	 character’s	
  psionic	strength	on	a	temporary	basis.
  	
  Booster:	The	basic	psi-drug,	available	in	a	small	one-dose	
  pill.	It	will	temporarily	increase	the	user’s	Psi	score	by	5	if	the	user	
  is	at	full	psionic	strength,	otherwise	it	will	only	increase	the	Psi	
  score	by	3.	The	effects	will	last	one	hour.	Additional	doses	taken	
  during	that	hour	will	have	no	effect.
  	
  Double:	A	more	potent	form	of	Booster,	available	in	the	same	
  small	 one-dose	 pill.	 Double	 will	 increase	 the	 user’s	 Psi	 score	
  temporarily	by	+8	(+5	if	not	currently	at	full	psionic	strength).	The	
  effects	will	last	one	hour.	Additional	doses	taken	during	that	hour	
  will	have	no	effect.
  	
  Special:	The	rarest	of	psi-drugs,	special	is	only	available	in	
  liquid	form	and	must	be	taken	by	injection.	Once	taken	the	user’s	
  Psi	score	will	gradually	increase	to	8	at	the	rate	of	one	point	per	
  hour.	It	will	remain	at	8	(if	unused)	for	four	hours,	and	then	slowly	
  begin	to	wear	off,	again	at	a	rate	of	one	point	per	hour.	There	is	a	
  danger	when	using	Special,	of	permanently	losing	one	point	from	
  the	user’s	Psi	score	(Con	save	vs.	DC5	to	avoid	this	effect)
  pITFAllS
  	
  The	abuse	of	psi-drugs	can	lead	to	the	loss	of	psionic	ability	
  and	physical	debilitation.	If	a	character	takes	3	doses	of	any	psi-
  drug	within	three	days,	there	is	a	chance	(Con	save	vs.	DC6	to	
  avoid)	of	an	overdose	within	six	hours	of	the	last	dose	taken.
  	
  If	an	overdose	occurs,	the	character	becomes	seriously	ill,	
  lapses	into	unconsciousness,	and	takes	3d6	Lifeblood	damage	
  from	 the	 effects.	 If	 the	 character	 recovers,	 they	 will	 have	
  permanently	lost		from	their	Psi	score	(Con	save	vs.	DC6	to	
  avoid	the	loss).
  OBTAInIng pSI DRUgS
   
  It can be both difficult and hazardous to obtain psi drugs, 
  which	are	illegal	in	most	localities	and	scarce	everywhere.	The	
  following base prices reflect a purchase on the open market. 
  Illegal	purchases	may	cost	much	more.	
  TABLE: Psi Drug Costs
  Drug
  Cost Per Dose
  Psi	Booster
  Cr,000
  Psi	Double
  Cr4,000
  Psi	Special	
  Cr0,000
  
  234
  OpEn gAmE lICEnSE
  OpEn gAmE lICEnSE InFORmATIOn
  OPEN GAME CONTENT
  Except as specified as Product Identity (see below and section 1e of the OGL) or Trademarks (see below and section 1f of the OGL), the following material is considered 
  Open	Game	Content	under	section	d	of	the	OGL:
  •		All	of	Chapter	:	Basic	Attributes
  •		The	mechanical	statistics	and	information	from	Chapter	2:	Human	and	Alien	Race,	but	none	of	the	race	names	or	descriptions.
  •		All	of	Chapter	3:	Homeworlds
  •		All	of	Chapter	4:	Prior	History
  •		All	of	Chapter	5:	Classes
  •		All	of	Chapter	6:	Skills
  •		All	of	Chapter	7:	Feats
  •		All	of	Chapter	8:	Equipment
  •		All	of	Chapter	9:	Combat
  •		All	of	Chapter	0:	Adventuring
  •		All	of	Chapter	:	Psionics
  It	is	the	express	intent	of	QLI	that	all	classes,	feats,	skills,	and	other	rules	that	are	derivative	of	the	d20	SRD	and	other	Open	Game	Content	be	released	and	added	to	the	
  existing	body	of	Open	Game	Content	for	free	use	under	the	principals	and	requirements	of	the	Open	Game	License.	Those	sections	that	are	solely	derived	from	the	original	
  Traveller	canon	works,	such	as	the	vehicle	and	starship	design,	or	the	world	building	rules	remain	closed	content	and	are	not	considered	Open	Game	Content.
  PRODUCT IDENTITY
  In addition to the items specified under section 1e of the Open Game License, the following terms and titles are also reserved as Product Identity. A copy of the Open Game 
  License	can	be	found	below:
  Traveller,	MegaTraveller,	The	New	Era,	Milieu	0,	Traveller20,	T20,	The	Traveller’s	Handbook,	Traveller’s	Aide,	Science	Fiction	Adventure	in	the	Far	Future,	Striker,	Mayday,	
  Journal	of	the	Travellers’	Aid	Society,	JTAS,	Third	(3rd)	Imperium,	Second	Imperium,	Ziru	Sirka,	Rule	of	Man,	Ramshackle	Empire,	Hive	Federation,	Two	Thousand	Worlds,	
  Zhodani	Consulate,	Aslan	Hierate,	Vargr	Extents,	Solomani	Sphere,	Solomani	Rim,	Spinward	Marches,	Sydymic	Empire,	Khuur	League,	Julian	Protectorate,	The	Long	
  Night,	Sylean	Federation,	Matarishan	Federation,	League	of	Antares,	Darrian	Confederation,	Grand	Survey,	Rachele	Society,	Ine	Givar,	Sword	Worlds	Confederation,	
  Regency,	Reformation	Coalition,	AI	Virus,	Virus,	Aslan,	Vargr,	Hiver,	K’kree,	Solomani,	Zhodani,	Vilani,	Droyne,	Luriani,	Virushi,	Sydite,	Drakarans,	Clotho,	Sheol,	Devi	
  Intelligence,	Inyx,	Inheritors,	Lithkind,	Ael	Yael,	Ahetaowa,	Bwap,	Evantha,	Girug’kagh,	Githiaskio,	Hhkar,	Hlanssai,	J’aadje,	Jgd-ll-jagd,	J’sia,	Schalli,	Tezcat,	Addaxur,	
  Answerin,	Brinn.	Chirpers,	Eboken,	Humaniti,	Solomani,	Ursa,	Wanderer,	Delgado	Trading	LIC,	GSbAG,	General	Products,	Instellarms	LIC,	Ling-Standard	Products,	
  Makhidkarun,	Hortalez	et	Cie	LIC,	Naasirka,	SuSAG	LIC,	Sharurshid,	Sternmetal	Horizons	LIC,	Tukera	Lines	LIC,	Zirunkariish,	Zhodane,	Zhdant,	Lair,	Kuzu,	Glea,	Guaran,	
  Kirur,	Sylea,	Annapabar,	Dukh,	Sopater,	Khuur,	Daramm,	Darrian,	Regina,	Glisten,	Travellers’	Aid	Society	(TAS),	Lords	of	Thunder,	Deadspace,	Iridium	Throne,	Amber	
  Zone,	Patron	Encounter,	Casual	Encounter,	Argushiigi	Admegulasha	Bilanidin	(AAB)	or	the	Vilani	Repository	of	All	Knowledge,	Behind	the	Claw,	Astroburgers,	Church	of	
  the	Chosen	Ones,	Coyns,	Signal	GK,	Children	of	the	March,	Azhanti	High	Lightning,	Hava-Cola,	GDW,	Infoscreen,	MAE	Lines,	Yaskoydray,	Empress	Wave,	Black	Curtain,	
  Official Traveller Universe, OTU, Charted Space, Gateway Domain, Jonkeereen, Jagd-il-Jagd, Travellers, Galanglic, air/raft, Gcarrier, Scout/Courier, Far Trader, Misjump, 
  High Passage, Middle Passage, Low Passage, Low Berth, Universal Personality Profile, UPP, Universal World Profile, UWP, TDX, FGMP, PGMP.
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be 
  recast,	transformed	or	adapted;	(c)	"Distribute"	means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	distribute;	(d)"Open	Game	Content"	means	the	game	mechanic	
  and	includes	the	methods,	procedures,	processes	and	routines	to	the	extent	such	content	does	not	embody	the	Product	Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	content	clearly	
  identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 
  (e)	"Product	Identity"	means	product	and	product	line	names,	logos	and	identifying	marks	including	trade	dress;	artifacts;	creatures	characters;	stories,	storylines,	plots,	thematic	elements,	dialogue,	incidents,	
  language,	artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	representations;	names	and	descriptions	of	characters,	
  spells,	enchantments,	personalities,	teams,	personas,	likenesses	and	special	abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	supernatural	abilities	or	effects,	logos,	symbols,	
  or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  "Trademark"	means	the	logos,	names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	or	the	associated	products	contributed	to	the	Open	Game	License	by	the	
  Contributor	(g)	"Use",	"Used"	or	"Using"	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	"Your"	means	the	licensee	
  in	terms	of	this	agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice	to	any	Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	subtracted	from	this	License	except	as	described	by	the	License	itself.	No	other	terms	or	conditions	may	be	applied	to	any	Open	
  Game	Content	distributed	using	this	License.	
  3.Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	of	the	terms	of	this	License.
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	exact	terms	of	this	License	to	Use,	
  the	Open	Game	Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights 
  to	grant	the	rights	conveyed	by	this	License.
  6.Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	copying,	modifying	
  or	distributing,	and	You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	Distribute.
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	each	
  element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co-adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	with	a	work	containing	Open	Game	Content	except	as	
  expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	Content	does	not	constitute	a	challenge	to	
  the	ownership	of	that	Product	Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	any	Open	Game	
  Content	originally	distributed	under	any	version	of	this	License.
  0	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	Game	Content	You	Distribute.
  .	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	Contributor	to	do	so.
  2	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	governmental	regulation	
  then	You	may	not	Use	any	Open	Game	Material	so	affected.
  3	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	survive	
  the	termination	of	this	License.
  4	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.
  5	COPYRIGHT	NOTICE
  Open	Game	License	v	.0	Copyright	2000,	Wizards	of	the	Coast,	Inc.	
  System	Reference	Document,	Copyright	2000,	Wizards	of	the	Coast,	Inc.;	Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.
  T20	–	The	Traveller’s	Handbook	Copyright	2002,	QuikLink	Interactive,	Inc.	Traveller	is	a	trademark	of	Far	Future	Enterprises	and	is	used	under	license
  The	Traveller's	Handbook	-	Characters	and	Combat	Copyright	2006,	QuikLink	Interactive,	Inc.	Traveller	is	a	trademark	of	Far	Future	Enterprises	and	is	used	under	license.
  Traveller’s	Aide	#	Copyright	2002,	QuikLink	Interactive,	Inc.	Traveller	is	a	registered	trademark	of	Far	Future	Enterprises	and	used	under	license.
  
SOURCE: textdata/thevault/Traveller/06 - Traveller (T20)/Traveller - T20 - The Traveller's Guidebook for Players.pdf