· 7 years ago · Sep 06, 2018, 02:08 PM
1Stats
2
3Weapon skill: used for melee attacks
4Ballistic Skill: used for ranged attacks
5Strength: how physically strong you are
6Toughness: how much damage you can shrug off as well as your resistances
7Agility: you quickness and reflexes
8Intelligence: you reason and knowledge
9Perception: your senses
10Willpower: your ability to withstand mental trauma
11Fellowship: you ability to interact with others to deceive, charm, or befriend them
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13Everyone starts with a 25 in every stat and gains 100 points to spend, adding no more then 20 to one score then adding the bonus from your race. The modifier is the tens digit of your final score.
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15ORIGIN
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17Home World:
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19Dead World: the planet you hail from has been all but destroyed in a conflict of sorts. How it happened isn’t important what is is that you have become hardened by living here and can survive in the harshest of environments, however your not the best person to have a conversation with.
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21Stat modifiers: +5 Strength, +5 toughness, -5 willpower, -5 fellowship
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23Starting Skills: All native to a dead world start with the survival skill
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25Hardened: due to the violence and conditions of a dead world, a dead worlder may start with Jaded or Resistance (poison)
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27Primitive Weapon Training: using survival to its fullest dead worlders are proficient with primitive weapons
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29Distrust: you take a -10 penalty to all interaction rolls when in a formal situation
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31Starting Hit Points: Dead worlders double their starting toughness bonus and add 1d5+2 to determine their starting hit points
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33Cool: the dead worlder roll 1d10 for his starting Cool points on a 1-5 he has 2 starting Cool points, on a 6-10 he has three
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39Space Born: The only home you've ever known was amongst a fleet of ships traversing space. Perhaps part of a long line of Space born living on a vessel on course for the past hundred years, part of a military vessel or just lost in space the Space born are a strange bunch of misfits who are only at home within the massive hulks of space ships
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41Stat Modifiers: -5 Strength, +5 Willpower
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43Starting Skill: all Space born can speak a language unique to their home vessel. Space born gain the
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45Speak Language (Ship Dialect) Skill.
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47Charmed: The Space born are touched by the strange powers of the columns and are naturally lucky, when spending a Cool point roll 1d10 on a roll of a 9+ the Cool point is not lost
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49Ill-Omened: due to life on a ship the Space born are strange to others, and others are strange to the space born. -5 to all fellowship rolls with non-Space born
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51Ship wise: Due to life on a space-faring craft Space born gain Navigation(Stellar) and Pilot(spacecraft) as a basic skill
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53Space Accustomed: due to living in the harsh frontier of space zero gravity environments do not count as difficult terrain
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55Starting Hit points: The Space Born double their Toughness bonus and add 1d5 to the result
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57Starting Cool Points: roll 1d10 on a 1-5 you gain 3 Cool points on a 6-10 you gain 4
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59
60Forge Born: you were born within a massive forge planet with one purpose, to craft. You lived your life crafting weapons and armaments to meet the great need of your races military and people. You are not seen as a person but more as a tool used to smith another bolt or round out another barrel, due to this life style you generally believe you are part of some great pattern and tend to view things with a very cold and logical standpoint, you also might belong to the robot worshiping machine cult that inhabit these worlds
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62Stat modifiers: -5 weapon skill, +5 intelligence
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64Starting Skills: Common Lore (tech) and common Lore (machine cult) are basic skills for the Forge Born
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66Machine affinity: you start with the mechanical knock talent
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68Fit For Purpose: a forge born inhabitant is tested, indoctrinated, and trained from birth for his chosen station and role in life. Weakness is not tolerated and failure brings painful incentives. You are designed for a specific role and that is your place in life +3 to one stat
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71One of the Cult: believing in only your machine god you gain a -5 to all fellowship rolls with a member of another religion
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73Starting Hit points: Double your toughness bonus and add 1d5+1 for starting hit points
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75Starting Cool points: roll 1d10 on a 1-5 he starts with 2 Cool points on a 6-9 he starts with 3 and on a 10 he starts with 4
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77
78Nest world: Nest worlds are huge and highly populated planets that serve little to no purpose. Nest worlds are usually technologically advanced but offer no resources other then bodies. With so many people living in one place it becomes chaotic and hard to control, this being the case many strive to better the planet and become enforcers of the law. Most die in horrible ways but at least they get a cool uniform
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80Stat Modifiers: -5 toughness, +5 fellowship
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82Starting skills: all Nest worlders can speak the dialect of there planet giving them Speak language (nest dialect) as a basic skill
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84Accustomed to crowds: being born in a populated nest world crowds do not count as difficult terrain when walking or charging
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86Caves of Steel: living in a world surrounded by machinery gives you a basic understanding of how things work, giving you Tech-use as a basic skill
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88Nest Bound: without the safety of towering monoliths and dense crowds nest worlders feel out of place and take a -10 to survival rolls and -5 to all intelligence rolls while out of a main city
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90Wary: Nest worlders are constantly alert for local gang shoot outs, enforcers or anything else trying to kill them, +1 initiative
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92Starting hit points: double your toughness bonus and add 1d5+1
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94Starting Cool points: roll 1d10 on a 1-5 you begin with 2 on a 6-8 you begin with 3 on a 9-10 you begin with 4 Cool points
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103Capital World: Being born on a capital world means you have avoided most of the troubles of dead or nest worlds. This is the typical planet that can be of any use, from farming to industry and many other options. Living is safety gives you time to focus on skills, but as a result your not as used to the horrors the universe has to offer
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105Characteristic Modifier: +3 willpower
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107Blessed ignorance: you are born sensible and know not to overstep your boundaries, this imposes a -5 to forbidden lore tests
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109Hagiography: you are educated and know of your peoples history and basic lore, you gain Common Lore(your race) Common Lore(culture) and Common Lore(war) as basic skills
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111Starting wounds: you double your toughness bonus and add 1d5
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113Starting Cool points: roll 1d10 on a 1-8 he begins with 3 on a 9-10 he begins with 4
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116Noble Born: you are part of the wealthy and elite of your race, people know your name and fear it. You have access to vast sums of money and political power, many hate you because of your “better then you†attitude. You have an heir of importance, but you should your rich and they're poor and your not going to dance with rabble scum
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118Stat modifiers: -5 willpower, +5 fellowship
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120Starting skills:nobles have a dialect all their own using it to divide themselves from the unwashed masses, you gain speak language(high common) as a basic skill
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122Etiquette: you gain a +10 to all interaction rolls when in a formal situation
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124Legacy of Wealth: You are born of rich blood, you start with 200 credits instead of the base 100
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126Connections: you start with peer(nobility) talent and can take another Peer from this list, Academics, Machine cult, government, religion, mercantile, military, or underworld
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128Vendetta: being born noble there is someone out there who wants you dead, be in another noble, a bounty hunter, an adoring fan, or a zealous enemy. You gain a rival trying to stop you at any chance they get. Who this person is is up to you or your DM's discretion
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130Starting Hit points: you begin with double your toughness bonus and 1d5 starting wounds
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132Starting Cool points: roll 1d10 on a 1-3 you begin with 2, on a 4-9 you beginning with 3 and on a 10 you begin with 4
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137Birthright:
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139Scavenger: you have been lost from gods flock and live life by taking what you can. It could have been the environment or the crowd you live around but for whatever reason your struggled to survive. You whole life has been hard and at lived upon a knife-edge, the dark abyss of starvation is one you are familiar with and one you wish to free yourself from by picking the remains of your enemies, but it has indeed left scars on your soul.
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141You gain the unremarkable talent or the resistance(fear), you gain a +3 bonus to your choice of willpower or agility. You suffer your choice of 1d5 corruption of insanity points
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143Scoundrel: you lived on the fringes of society mingling with criminals and other ne'er do-wells. You are a thrill seeker who lives by one code, “don't get caughtâ€. Practicing this code has given you the ability to be slippery and take what you want without getting noticed
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145you gain Slight of Hand as a trained skill, plus a bonus of +3 to your choice of intelligence or perception. You suffer your choice of 1d5 corruption or insanity points
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148Mercenary: your whole life has been lived in violence, perhaps you were a member of a military group at some point. You know what the military brings orders, and you don't want to deal with that you just want to kill someone and get paid. The life of a mercenary fit you like a glove and is now your main source of entertainment and income
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150you gain quick draw talent and intimidate as a trained skill. You gain a +5 bonus to your choice of weapon skill or ballistic skill, you suffer both -5 fellowship and 1d5 insanity points
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152Child of Destiny: your whole life has been under the strict gaze of a religious leader, since birth you have been raised for a higher purpose, to spread your religion across the galaxy. You push your beliefs no matter what and believe no one is greater then those who follow the same holy word as you
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154you gain the unshakeable faith talent and a bonus of either +3 willpower or +3 fellowship but you suffer a -3 weapon skill
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157Scholar: Knowledge in all its forms is golden, you live your life striving to learn more about the mysteries of the universe and the enigmatic columns that have created faster then light travel possible. You are a savant of sorts who picks up information quickly and can use it to its fullest
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159you gain your choice of Logic as a trained skill or the Peer (academic talent. You also gain your choice of +3 intelligence or +3 fellowship, but you suffer -3 toughness
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161Vaunted: living amongst nobles has given you different look on the world, you live on the fruits of others labor. You have lived in excess your entire life being exposed to strange drugs and conspiracies simply because you knew the right people. You hold rivalries with others and wish to be at a higher standing at all times
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163you gain the decadence talent and gain a bonus of +3 to agility or fellowship. You suffer -3 perception and 1d5 corruption points
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167Faults
168Criminal: The wheels of justice turn slowly, but they grind all life into pulp by the time they're done with it. You are an individual declared guilty by the law of your people and have a bounty on your head. What you did is up to your discretion but it was something bad enough to have whole galaxies know your head is worth something
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170Effect: choose one of the following effects
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172Wanted Fugitive: You gain the enemy(enforcers) and Peer(underworld) talents
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174Hunted by a Crime Lord: You gain +3 perception and the enemy(Underworld)
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176Judged and Found Wanting: You suffer -5 fellowship. You gain one poor-craftsmanship bionic limb or implant (you may spend 200 xp to upgrade it to common craftsmanship or a total of 300 xp to upgrade it to good craftsmanship).
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182Renegade: You are ahead of your time, a free thinker living on the edge of societal norms. For whatever purpose you threw down the shackles of modern culture to live and act as your own man. This way of thinking may be punishable by death in some cases but you knew the true price of freedom was your own life. This drives you to live on the edge and to over throw tyranny wherever you can
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184Effect: Choose one of the following effects
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186Punk: You gain the enemy(enforcers) and the Resistance (interrogation) talents. You also gain concealment as a trained skill
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188Free thinker: you gain your choice of +3 intelligence or +3 perception. You suffer -3 willpower and gain the enemy(religion)
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190Dark Visionary: You suffer your choice of 1d5+1 corruption points or 1d5+1 insanity points. In return you gain the dark soul talent and forbidden lore as a trained skill
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193Mutated: You are vile in the eyes of society, declared a monster by most and feared by many others. You are mutated either by bloodline or from exposure to Hyperspace Radiation. Your are changed forever sometimes for better bestowing abnormal strength, sometimes worse causing harm to your own body, and sometimes your physically the same but your sanity has not endured
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195Effect: choose one of the following effects
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197Mutated: you must roll once on the Mutation table. If you choose, you may spend 200xp to select one result from the table(must be a result lower than 76-00) instead of rolling randomly.
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199Insane: you suffer you choice of either -3 fellowship or -1 Cool point. You gain +3 toughness, the peer(the insane) talent, and suffer 2d10 insanity points
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201Deviant philosophy: you gain +3 willpower and gain the enemy(religion) talent
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204Duty Bound: you are a soul who must follow orders, you struggle to be selfish and work only within your code. This is seen as a fault by many who wish to step lightly around the rules as you will not allow it to happen. You always keep one eye open for misdeeds and stop those committing them
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206Effect: choose one of the following effects
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208Duty to the warriors: +3 willpower (and if you meet the WP 40 prerequisite) the Armor of Contempt Talent. You suffer a -10 penalty to interaction skill tests when dealing with any source outside of your group (e.g, aliens and traitors)
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210Duty to the people: you gain your choice of +3 perception or +3 intelligence, you start with half your starting credits
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212Duty to yourself: you suffer -3 toughness and gain 100 starting credits
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214Zealot: You posses faith so great it carries you beyond the mundane life others so frivolously live. Whether it is something that has always been a part of you or was born in you amidst a revelation you are a true believer. A Pilgrim on the journey of your god who will protect the needy and punish the wicked
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216Effect: choose one effect
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218Blessed Scars: you gain +10 to intimidate rolls and -10 to charm rolls, and one poor-craftsmanship bionic(you may spend 200xp to upgrade it to common craftsmanship or a total of 300 xp to upgrade it to good craftsmanship).
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220Unnerving clarity: you gain +5 willpower. You also suffer your choice of -5 fellowship or 1d10 insanity points
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222Favored of the faithful: you gain +5 fellowship and the peer(religion) talent. You suffer -5 toughness
223Trials of Life
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225The Hand of War:The universe is wracked by war and violence, whilst beyond its borders the strife and conflict is even worse in many regions. Not all wars, however, are equal, and you were caught up in a bitter and terrifying campaign in which star ships were left as burning hulks and cities were blasted to ruin in a vicious series of battles that saw no quarter asked or given. The war and the enemy you fought to the death has had a profound effect on you, and to the present day, the faces of the dead haunt you still when you close your eyes. Now, you count only those you have fought and bled with as true allies, and will never forgive your old foe. You strive hard for what you desire, for you know that death stands never more than a heartbeat away
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227The Ashes of War: you gain one Weapon training talent of your choice, or the leap up talent, as well as the hatred talent against your foe in the was of your past
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229The Face of the Enemy: you will never willingly have dealings with your sworn enemy except under the most dire circumstances, and if you do you suffer -10 to all fellowship tests in those dealings. Also, if given the slightest provocation you will react violently towards them
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232Calamity: Through some unfortunate events in your life you have endured harsh disaster. It could have been anything famine, plague, death or anything else but you are the one that endured and you carry that heavy burden on you at all times. Forever paranoid of a time when it could strike again and all could be lost. Maybe you wish it had been you instead, but it wasn’t and you must learn to live with it
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234Surviving Adversity: you gain the light sleeper Talent and your choice of the hardy talent or nerves of steel talent
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236Echo of Hard Times: thanks to the adversities of the past and a sense of priority that promotes caution and the needs of the present you reduce your starting credits by 10
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238Dark Voyage: Port taverns and station galleys are filled with travelers, wanderers and old spacefarers. Sooner or later, when the lights have dimmed, these folk will tell of the many strange legends they have heard. They tell of destroyed ships crewed by those lost in hyperspace and Star storms that howl with mocking voices, of the things that claw and scratch the hull waiting for so much as a flicker of the force field for the terrors of space to pour in and devour all, and of horrifying alien encounters and voyages of the dammed. But you have no taste for such stories, because you know the truth, you have lived them. You have stared into the eyes of the abyss and lived. You have seen the dead walk and the bulkheads bleed. These experiences have disturbed with a strange fascination of adventure
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240Things no man was meant to know: you gain a single forbidden lore skill pertaining to your experiences(or may increase a forbidden lore skill you already possess by one level) or may gain resistance (fear) talent.
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242Marked by darkness: haunted by your experiences you gain 1d5 insanity points
243High Vendetta: On many occasions you have fought and bled with your crew mates. Without them you would be alone in the dark vacuum of space, and you know this. They are eternally important in these dark times. This knowledge was brought to you when you and your allies engaged in a feud between a rival faction, this battle sent friends to their graves. Whether your enemies were a rival crew, noble house or outlaw gang, blood was spilled and vengeance taken. Regardless of if your side won you fought for vengeance and would do so again
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245Blood will have Blood: you gain your choice of the Die Hard or Paranoia talent, and gain the Inquiry Skill(or if you already possess it, increase it by one level)
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247Brook No Insult: you will allow no serious offense to your honor and person or those under your protection to pass unchallenged, meeting threat with threat and violence with violence.
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249Motivation
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251Endurance: you seek to endure and, in enduring grow stronger. You welcome opposition, risk, setbacks, injury, and pain as old friends. What can't kill you can only make you stronger and this is the creed that has pushed you to the very edge of life but you have endured through the worst of it. You wish to simply live through each journey and grow stronger from experiences
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253Effect: +1 Hit Point per succesful mission
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255Fortune: you're not hard to read, you seek wealth beyond measure, countless credits with which to purchase the fulfillment of your every desire. The notion of gaining wealth drags you through the mud and makes you keep your head down and fire straight, not because of honor and duty but your wallet. You wish to find great wealth at the end of each journey and that you are the same by the end of it.
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257Effect: gain an additional 10% of any credits gained from completing missions
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259Vengeance: vengeance burns within your heart, flaming afresh in your veins each time you wake from dreams of knives and murder. You seek revenge against those who have wronged you. With each passing day you think “is this going to get me closer to my vengeanceâ€, it is who you are and what you breath. If retribution consumes you entirely between now and then, making you a ghost of the man you once were, then that is the price you are willing to pay. By the end of each journey you just want to make sure the target is dead and will not harm anyone any more
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261Effect:Increase the quality by one grade of any weapon gained from completing missions
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266Renown: the universe is undying and uncaring, and every day countless billions toil to survive and die unknown. You have grand visions and burning desire to be remembered by all and be known throughout galaxies. By the end of the journey you only wish there are people around to remember you and your deeds.
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268Effect: after every succesful mission you gain the Peer(chose one) talent or upgrade an existing one
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271Pride: you carry a relic on you, an ancient artifact of great power and value. This could be a weapon, armor or a symbol but it is the only one of its kind and you hold it with pride wishing to see envy and fear from those who look upon it. By the end of the journey you wish to have had he honor of using this item at some point throughout its completion
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273Effect: roll on the chart
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275Pride:
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27701-20 Archeotech laser pistol: A weapon of unknown origin and great antiquity. You gain one Best-craftsmanship laser pistol
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27921-40: Angevin Era Chainsword: an ancient blade bearing medals of honor and kill marks, supposedly used in a dire war against terrible forces. You gain one Best-craftsmanship Chainsword
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28141-60 Ancestral Seal: A potent and respected mark of power once held, passed down through a family even after their scions have long departed the vaults of leadership. You gain a +10% bonus to all interaction skill tests when displaying the seal and dealing with Government organizations
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28361-80: Honor Guard Carapace Armor: A set of armor that once belonged to a honor guard. Anointed and inscribed with religious text, it is a sign of a strong and steadfast warrior. You gain one best-craftsmanship set of carapace Armor
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28581-00: Unstoppable force: You gain one best-craftsmanship weapon of your choice
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289After character origin is completed you gain 500xp to spend on character advancements
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301Classes
302
303Bounty Hunter: The bounty hunter travels the fringes of space looking for marks and making money by capturing and killing targets. The bounty hunter is a weapons expert always needing different tools for different jobs and excels in combat. They find themselves at home on a battlefield or stalking their target to a remote location until the time comes to pounce
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305Starting Skills: Common Lore(war), Dodge, Intimidate, Scholastic Lore(tactics), secret tongue(military) Speak language(common)
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307Starting Talents: Basic Weapon Training(universal), Pistol weapon training(universal), Melee weapon training(universal), Thrown Weapon training(universal), Sound Constitution
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309Stat Advances
310
311STAT SIMPLE INTERMEDIATE TRAINED EXPERT
312Ws 250 500 750 1,000
313Bs 100 250 500 750
314Str 100 250 500 750
315T 250 500 750 1,000
316Ag 100 250 500 750
317Int 500 750 1,000 2,500
318Per 500 750 1,000 2,500
319Will 500 750 1,000 2,500
320fell 250 500 750 1,000
321
322Rank 1 Bounty Hunter Advances “he swore he'd chase him, even if it took a lifetimeâ€
323ADVANCE COST TYPE PREREQUISITE
324Awareness 100 skill
325Common Lore(army) 100 skill
326Common Lore(war) 100 skill
327Dodge 100 skill
328Intimidate 100 skill
329Forbidden Lore(pirates) 100 skill
330Scholastic Lore(tactics) 100 skill
331Secret Tongue(military) 100 skill
332Ambidextrous 200 Talent Ag 30
333Quick Draw 200 Talent
334Heal 200 Skill
335Melee Weapon Training(Primitive) 200 Talent
336Basic Weapon Training(universal) 500 Talent
337Bloodtracker 500 Talent
338Guardian 500 Talent Ag 40
339Pistol Weapon Training(universal) 500 Talent
340Melee Weapon Training(universal) 500 Talent
341Thrown Weapon Training(universal) 500 Talent
342Rank 2 Bounty Hunter Advances “he was fast, but the hunter was fasterâ€
343
344ADVANCE COST TYPE PREREQUISITE
345Acrobatics 200 skill
346Awareness +10 200 skill Awareness
347Common Lore(War) +10 200 skill Common Lore(war)
348Dodge +10 200 skill Dodge
349Intimidate+10 200 skill Intimidate
350Scholastic Lore(tactics)+10 200 skill Scholastic Lore(tactics)
351Tracking 200 skill
352Basic Weapon Training (primitive) 100 Talent
353Pistol Weapon Training (primitive) 100 Talent
354Thrown Weapon Training (primitive) 100 Talent
355Cat fall 200 Talent Ag 30
356Leap Up 200 Talent Ag 30
357Rapid Reload 200 Talent
358Sound Constitution(x3) 200 Talent
359Take down 200 Talent
360Two-Weapon Wielder(ballistic) 200 Talent Bs 35, Ag 35
361True Grit 200 Talent T 40
362Combat Formation 500 Talent Int 40
363Crushing Blow 500 Talent Str 40
364Flame Weapon Training(universal)500 Talent
365
366Rank 3 Bounty Hunter Advances “you can run on for a long time, but sooner or later...â€
367
368ADVANCE COST TYPE PREREQUISITE
369Acrobatics +10 200 Skill Acrobatics
370Awareness +20 200 Skill Awareness +10
371Command 200 Skill
372Common Lore(navy) 200 Skill
373Common Lore(war)+20 300 Skill Common Lore(war) +10
374Dodge+20 300 Skill Dodge +10
375Drive(ground vehicle) 200 Skill
376Interrogation 200 Skill
377Intimidate+20 200 Skill Intimidate +10
378Scholastic Lore(tactics)+20 300 Skill Scholastic Lore(tactics)+10
379Tracking +10 200 Skill
380Die Hard 200 Talent Wp 40
381Double Team 200 Talent
382Hatred(pirates) 200 Talent
383Rapid Reaction 200 Talent
384Sound Constitution(x3) 200 Talent
385Crack Shot 500 Talent BS 40
386Frenzy 500 Talent
387Furious Assault 500 Talent WS 35
388Sure Strike 500 Talent WS 30
389
390
391Rank 4 Bounty Hunter Advances “I swear he was like a blood hound with gunsâ€
392
393ADVANCE COST TYPE PREREQUISITE
394Acrobatics +20 200 Skill Acrobatics +10
395Carouse 200 Skill
396Ciphers (Mercenary Cant) 200 Skill
397Command +10 200 Skill Command
398Common Lore(army)+10 200 Skill Common Lore(army)
399Concealment 200 Skill
400Demolition 200 Skill
401Drive(ground vehicle)+10 300 Skill Drive(ground vehicle)
402Interrogation+10 200 Skill Interrogation
403Security 200 Skill
404Blind Fighting 200 Talent Per 30
405Dead eye Shot 200 Talent BS 30
406Exotic Weapon Training 200 Talent
407Heavy Weapon Training(x2) 200 Talent
408Hip Shooting 200 Talent BS 40, Ag 40
409Light Sleeper 200 Talent Per 30
410Sound Constitution (x2) 200 Talent
411Battle Rage 500 Talent Frenzy
412Bulging Biceps 500 Talent Str 45
413Dual Shot 500 Talent Ag 40, Two-Weapon Wielder(ballistic)
414
415
416Rank 5 Bounty Hunter Advances “Another lead, another day searchingâ€
417
418ADVANCE COST TYPE PREREQUISITE
419Carouse+10 200 Skill Carouse
420Climb 200 Skill
421Command+20 200 Skill Command
422Concealment+10 200 Skill Concealment
423Demolition+10 200 Skill Demolition
424Drive(ground vehicle)+20 200 Skill Drive(ground Vehicles)+10
425Interrogation +20 200 Skill Interrogation+10
426Shadowing 200 Skill
427Nerves of Steel 200 Talent
428Paranoia 200 Talent
429Resistance(fear) 200 Talent
430Berserk Charge 500 Talent
431Combat Master 500 Talent WS 30
432Gunslinger 500 Talent BS 40, Two-Weapon Wielder(ballistic)
433Hardy 500 Talent T 40
434Independent Targeting 500 Talent BS 40
435Jaded 500 Talent WP 30
436Marksman 500 Talent BS 35
437Mighty Shot 500 Talent BS 40
438Unarmed Warrior 500 Talent WS 35, Ag 35
439
440Rank 6 Bounty Hunter Advances “some say he was good, I'd say he was greatâ€
441
442ADVANCE COST TYPE PREREQUISITE
443Concealment+20 200 Skill Concealment+10
444Contortionist 200 Skill
445Climb+10 200 Skill Climb
446Demolition+20 200 Skill Demolition+10
447Forbidden Lore(pirates)+10 200 Skill Forbidden Lore(pirates)
448Search 200 Skill
449Shadowing+10 200 Skill Shadowing
450Silent Move 200 Skill
451Survival 200 Skill
452Wrangling 200 Skill
453Air of Authority 200 Talent Fel 30
454Concealed Cavity 200 Talent
455Sound Constitution(x2) 200 Talent
456Talented(choose one) 200 Talent
457Cleanse and Purify 500 Talent Flame Weapon Training
458Duty unto Death 500 Talent WP 45
459Heightened Senses(sight) 500 Talent
460Iron Jaw 500 Talent T 40
461Sharpshooter 500 Talent BS 40, Deadeye Shot
462Sprint 500 Talent
463
464
465Rank 7 Bounty Hunter Advances “all marks are the same, but this was personalâ€
466
467ADVANCE COST TYPE PREREQUISITE
468Contortionist+10 200 Skill Contortionist
469Forbidden Lore(pirates)+20 200 Skill Forbidden Lore(pirates)+10
470Search+10 200 Skill Search
471Shadowing+20 200 Skill Shadowing+10
472Silent Move+10 200 Skill Silent Move
473Survival+10 200 Skill Survival
474Tech-Use 200 Skill
475Trade(armorer) 200 Skill
476Armor of Contempt 200 Talent WP 40
477Hard Target 200 Talent Ag 30
478Peer(army) 200 Talent Fel 30
479Sound Constitution(x2) 200 Talent
480Assassin Strike 500 Talent Ag 40, Acrobatics
481Combat Sense 500 Talent Per 40
482Last Man Standing 500 Talent Nerves of Steel
483Iron Discipline 500 Talent WP 30, Command
484Lightning Reflexes 500 Talent
485Logis Implant 500 Talent
486Precise Blow 500 Talent WS 40, Sure Strike
487Step Aside 500 Talent Ag 40, Dodge
488
489Rank 8 Bounty Hunter Advances “I said he was great, but now he was the bestâ€
490
491ADVANCE COST TYPE PREREQUISITE
492Contortionist+20 200 Skill Contortionist+10
493Search+20 200 Skill Search+10
494Silent Move+20 200 Skill Silent Move+10
495Survival+20 200 Skill Survival+10
496Wrangling+10 200 Skill Wrangling
497Crippling Strike 200 Talent WS 50
498Exotic Weapon Training 200 Talent
499Orthopoxy 200 Talent
500Sound Constitution(x2) 200 Talent
501Blademaster 500 Talent WS 30, Melee Weapon Training
502Counter Attack 500 Talent WS 40
503Dark Soul 500 Talent
504Dual Strike 500 Talent Ag 40, Two-Weapon Wielder
505Fearless 500 Talent
506Good Reputation(army) 500 Talent Fel 50(Army)
507Into the Jaws of Hell 500 Talent Iron Discipline
508Swift Attack 500 Talent WS 35
509Unarmed Master 500 Talent WS 45, Ag 40, Unarmed Warrior
510Void Tactician 500 Talent Int 35
511Wall of Steel 500 Talent Ag 35
512
513
514Star Touched: Those touched with the immense powers of the cosmos are able to control its awesome power as well as create and destroy it. All star touched are dangerous living weapons of mass destruction and many factions throughout the universe seek to control them. In truth the power of a star touched can not be controlled and containment often leads to death for those around them.
515
516Starting Skills: Awareness, Common Lore(Star Touched), Forbidden Lore(Star touched), Invocation, Star gazing, Scholastic Lore (cryptology),
517
518Starting Talents: Pistol Weapon Training(universal), Power Rating 1d10
519
520STAT SIMPLE INTERMEDIATE TRAINED EXPERT
521WS 500 750 1,000 2,500
522BS 500 750 1,000 2,500
523ST 250 500 750 1,000
524T 250 500 750 1,000
525AG 250 500 750 1,000
526INT 100 250 500 750
527PER 250 500 750 1,000
528WILL 100 250 500 750
529FELL 500 750 1,000 2,500
530
531
532
533
534Rank 1 Star Touched Advances “he didn't know what kind of power he was foolin' withâ€
535
536ADVANCE COST TYPE PREREQUISITE
537Awareness 100 Skill
538Ciphers(Star Signs) 100 Skill
539Common Lore(Government) 100 Skill
540Common Lore(Star Touched) 100 Skill
541Forbidden Lore(Star Touched)100 Skill
542Forbidden Lore(Hyper Space)100 Skill
543Invocation 100 Skill
544Stargazing 100 Skill
545Scholastic Lore(cryptology) 100 Skill
546Scholastic Lore(occult) 100 Skill
547Star Technique(x2) 100 Talent
548Dodge 200 Skill
549Power Rating +2 200 Talent
550Melee Weapon Training(P) 200 Talent
551Pistol Weapon Training 500 Talent
552Rite of Sanctioning 500 Talent Star Rating
553Star Affinity 500 Talent Star Rating
554
555Rank 2 Star Touched Advances “I always said he was a bit weird, well I was half rightâ€
556
557ADVANCE COST TYPE PREREQUISITE
558Awareness +10 200 Skill Awareness
559Ciphers(Star Signs) +10 200 Skill Ciphers(star signs)
560Common Lore(Gov) +10 200 Skill Common Lore(Gov)
561Common Lore(Star To.) +10 200 Skill Common Lore(Star To.)
562Forbidden Lore(Star To.)+10 200 Skill Forbidden Lore(Star To.)
563Invocation +10 200 Skill Invocation
564Stargazing+10 200 Skill Stargazing
565Scholastic Lore(crypt)+10 200 Skill Scholastic Lore(crypt)
566Scholastic Lore(occult)+10 200 Skill Scholastic Lore(occult)
567Scrutiny 200 Skill
568Blind Fighting 200 Talent Per 30
569Combat Sense 200 Talent Per 40
570Star Technique(x2) 200 Talent
571Dark Soul 200 Talent
572Foresight 200 Talent Int 30
573Melee Weapon Training(P) 200 Talent
574Sound Constitution 200 Talent
575Total Recall 200 Talent
576Power Rating +3 300 Talent Power Rating+2
577Resistance(star powers) 300 Talent
578
579
580
581
582
583Rank 3 Star Touched Advances “This far down the line, you better get used to blood, lots of itâ€
584
585ADVANCE COST TYPE PREREQUISITE
586Awareness +20 200 Skill Awareness +10
587Common Lore(Gov)+20 200 Skill Common Lore(Gov) +10
588Common Lore(Star To.)+20 200 Skill Common Lore(Star To.) +10
589Common Lore(army) 200 Skill
590Common Lore(navy) 200 Skill
591Deceive 200 Skill
592Forbidden Lore(Star To.)+20 200 Skill Forbidden Lore(Star To.)+10
593Forbidden Lore(HY.SP.)+10 200 Skill Forbidden Lore(HyperSpace)
594Invocation+20 200 Skill Invocation +10
595Stargazing+20 200 Skill Stargazing+10
596Scholastic Lore(crypt)+20 200 Skill Scholastic Lore(crypt)+10
597Scholastic Lore(occult)+20 200 Skill Scholastic Lore(occult)+10
598Scrutiny+10 200 Skill Scrutiny
599Chem Geld 200 Talent
600Peer(star touched) 200 Talent Fel 30
601Power rating +4 200 Talent Power Rating +3
602Star Technique(x2) 200 Talent
603Melee weapon training 500 Talent
604Star Discipline 500 Talent
605
606Rank 4 Star Touched Advances “I've seen some chilling things, but that right there was scaryâ€
607
608ADVANCE COST TYPE PREREQUISITE
609Blather 200 Skill
610Ciphers(star signs)+20 200 Skill Ciphers(Star signs)+10
611Common Lore(Army)+10 200 Skill Common Lore(Army)
612Common Lore(Navy)+10 200 Skill Common Lore(Navy)
613Common Lore(History) 200 Skill
614Deceive+10 200 Skill Deceive
615Scholastic Lore(Heraldry) 200 Skill
616Scrutiny+20 200 Skill Scrutiny+10
617Armor of Contempt 200 Talent WP 40
618Orthopoxy 200 Talent
619Paranoia 200 Talent
620Hatred(Observers) 200 Talent
621Light Sleeper 200 Talent Per 30
622Meditation 200 Talent
623Power rating +5 200 Talent Power Rating +4
624Star Technique(x2) 200 Talent
625Sound Constitution(x2) 200 Talent
626Strong Minded 500 Talent WP 30 Res.(Star Powers)
627
628
629
630
631
632Rank 5 Star Touched Advances “Ignore that chant, its when he's silent we're in dangerâ€
633
634ADVANCE COST TYPE PREREQUISITE
635Charm 200 Skill
636Common Lore(Army)+20 200 Skill Common Lore(Army)+10
637Common Lore(Navy)+20 200 Skill Common Lore(Navy)+10
638Common Lore(History)+10 200 Skill Common Lore(History)
639Deceive+20 200 Skill Deceive+10
640Forbidden Lore(HY.SP)+20 200 Skill Forbidden Lore(HY.SP)+10
641Logic 200 Skill
642Schol. Lore(Heraldry)+10 200 Skill Schol. Lore(Heraldry)
643Good Rep.(Star touched) 200 Talent FEL 50, Peer(Star Touched)
644Peer(army) 200 Talent FEL 30
645Power Rating+6 200 Talent Power Rating+5
646Rapid Reload 200 Talent
647Sound Constitution(x2) 200 Talent
648Talented(choose one) 200 Talent
649Unshakeable Faith 200 Talent
650Star Technique(x2) 300 Talent
651Infused Knowledge 500 Talent Int 40
652Favored by the Stars 500 Talent WP 35
653
654Rank 6 Star Touched Advances “he says he's solved the riddle of steel, who could prove it?â€
655
656ADVANCE COST TYPE PREREQUISITE
657Charm+10 200 Skill Charm
658Command 200 Skill
659Common Lore(history)+20 200 Skill Common Lore(history)+10
660Evaluate 200 Skill
661Intimidate 200 Skill
662Logic+10 200 Skill Logic
663Schol. Lore(Heraldry)+20 200 Skill Schol. Lore(Heraldry)+20
664Ambidextrous 200 Talent Ag 30
665Jaded 200 Talent WP 30
666Peer(Navy) 200 Talent Fel 30
667Sound Constitution(x2) 200 Talent
668Sure Strike 200 Talent WS 30
669Star Technique(x2) 300 Talent
670Basic Weapon Training(univ) 500 Talent
671Bastion of Iron Will 500 Talent Strong Minded, WP40
672Exotic Weapon Training(x1) 500 Talent
673Star Discipline 500 Talent
674Thrown Weapon Training(univ)500 Talent
675
676
677
678
679
680
681Rank 7 Star Touched Advances “he said something about feeling the universe, I believe itâ€
682
683ADVANCE COST TYPE PREREQUISITE
684Blather+10 200 Skill Blather
685Charm+20 200 Skill Charm+10
686Chem-Use 200 Skill
687Command+10 200 Skill Command
688Evaluate+10 200 Skill Evaluate
689Intimidate+10 200 Skill Intimidate
690Logic+20 200 Skill Logic+10
691Scholastic Lore(legend) 200 Skill
692Air of Authority 200 Talent Fel 30
693Quick Draw 200 Talent
694Rapid Reaction 200 Talent AG 40
695Sound Constitution(x2) 200 Talent
696Talented(choose one) 200 Talent
697Star Technique(x2) 500 Talent
698Infused Knowledge 500 Talent Int 40
699Mighty Shot 500 Talent BS 40
700Polyglot 500 Talent Int 30, Fel 30
701Power Rating+7 500 Talent Power Rating +6
702Deadeye Shot 500 Talent BS 30
703Star Conduit 500 Talent Strong Minded WP 50
704
705
706Rank 8 Star Touched Advances “They call him a lord, hell I'd take orders from himâ€
707
708ADVANCE COST TYPE PREREQUISITE
709Blather+20 200 Skill Blather+10
710Chem-Use+10 200 Skill Chem-Use
711Command+20 200 Skill Command+10
712Intimidate+20 200 Skill Intimidate+10
713Schol. Lore(legend)+10 200 Skill Schol. Lore(legend)
714Good Reputation(Army) 200 Talent Fel 50, Peer(army)
715Good Reputation(Navy) 200 Talent Fel 50, Peer(navy)
716Crack Shot 500 Talent BS40
717Duty until death 500 Talent WP45
718Fearless 500 Talent
719Hard Target 500 Talent Ag 40
720Iron Discipline 500 Talent WP 30, Command
721Lightning Reflexes 500 Talent
722Litany of Hate 500 Talent Hatred
723Precise Blow 500 Talent WS40, Sure Strike
724Power Rating+8 500 Talent Power Rating+7
725Star Technique(x2) 500 Talent
726Sprint 500 Talent
727Swift Attack 500 Talent WS 35
728Two-Weapon Wielder(Ballistic)500 Talent BS 35, AG 35
729
730Augmented: The Augmented come from all walks of life. Followers of the machine cult, hyper advanced techno-vikings, cybernetic mercs and many more. The only thing that makes Augmented different from others is that they have gotten a hold on the technology to resist cyber-psychosis. Having almost completely augmented bodies the augmented excel in almost anything they put their mainframes to be it hacking, combat or crafting. Having a strong connection with technology the Augmented usually have a drone or two around them at all times.
731
732Starting Skills: Common Lore(Machine Cult, Tech), Forbidden Lore(Lost tech, Machine Cult),Logic, Tech-use, Trade
733Starting Talents: Basic Weapon Training(Universal), Melee Weapon Training(universal), Logis Implant
734Special: all Augmented start with the Special Augmented Implants and a Recon Drone
735
736STAT SIMPLE INTERMEDIATE TRAINED EXPERT
737WS 250 500 750 1,000
738BS 250 500 750 1,000
739ST 100 250 500 750
740TG 100 250 500 750
741AG 500 750 1,000 2,500
742INT 100 250 500 750
743PER 500 750 1,000 2,500
744WILL 250 500 750 1,000
745FEL 500 750 1,000 2,500
746
747Rank 1 Augmented Advances “if your ship's giving your troubles he'll diagnose it for yaâ€
748
749ADVANCE COST TYPE PREREQUISITE
750Awareness 100 Skill
751Common Lore(machine cult) 100 Skill
752Common Lore(Tech) 100 Skill
753Drive(ground vehicle) 100 Skill
754Forbidden Lore(Lost Tech) 100 Skill
755Forbidden Lore(M. Cult) 100 Skill
756Logic 100 Skill
757Scholastic Lore(Star Touched)100 Skill
758Tech-Use 100 Skill
759Trade(armorer) 100 Skill
760Trade(Tech) 100 Skill
761Autosanguine 200 Talent
762Logis Implant 200 Talent
763Sound Constitution(x2) 200 Talent
764Mechadendrite use(utility) 500 Talent Special Augmented Implants
765Basic Weapon Training(uni) 500 Talent
766Melee Weapon Training(uni) 500 Talent
767
768
769
770
771
772
773
774Rank 2 Augmented Advances “Explosive breech...bzzz-tttt, shell five, gz-zkkktttt...plating damaged, deploy augmentedâ€
775
776ADVANCE COST TYPE PREREQUISITE
777Awareness+10 200 Skill Awareness
778Common Lore(M.Cult)+10 200 Skill Common Lore(machine cult)
779Common Lore(Tech)+10 200 Skill Common Lore(Tech)
780Forb. Lore(Lost Tech)+10 200 Skill Forbidden Lore(Lost Tech)
781Forbidden Lore(M.Cult)+10 200 Skill Forbidden Lore(M.Cult)
782Dodge 200 Skill
783Logic+10 200 Skill Logic
784Heal 200 Skill
785Schol. Lore(Star Tched)+10 200 Skill Schol. Lore(Star Touched)
786Tech-Use+10 200 Skill Tech-Use
787Binary Chatter 200 Talent
788Electro Graft use 200 Talent
789Ferric Lure 200 Talent Special Augmented Implants
790Luminen Charge 200 Talent Special Augmented Implants
791Prosanguine 200 Talent
792Sound Constitution(x2) 200 Talent
793Tech Knock 200 Talent Int 30
794Total Recall 200 Talent Int 30
795Maglev Grace 500 Talent Special Augmented Implants
796Pistol Weapon Training(uni) 500 Talent
797
798Rank 3 Augmented Advances “a red light started blinking under his hood, damn thing gives me the creepsâ€
799ADVANCE COST TYPE PREREQUISITE
800Chem-Use+10 200 Skill Chem-Use
801Common Lore(deep space) 200 Skill
802Common Lore(M.Cult)+20 200 Skill Common Lore(M.Cult)+10
803Common Lore(Tech)+20 200 Skill Common Lore(Tech)+10
804Common Lore(War) 200 Skill
805Dodge+10 200 Skill Dodge
806Forbidden Lore(M.Cult)+20 200 Skill Forbidden Lore(M.Cult)+10
807Forb. Lore(Lost Tech)+20 200 Skill Forb. Lore(Lost Tech)+10
808Heal+10 200 Skill Heal
809Navigation(surface) 200 Skill
810Tech-Use+20 200 Skill
811Trade(Augmented) 200 Skill
812Feedback Screech 200 Talent Special Augmented Implants
813Luminen Shock 200 Talent Special Augmented Implants
814Nerves of Steel 200 Talent
815Peer(M.Cult) 200 Talent Fel 30
816Sound Constitution 200 Talent
817Gun Blessing 500 Talent Special Augmented Implants
818The Flesh is Weak 1 500 Talent Special Augmented Implants
819Maglev Transcendence 500 Talent Maglev Grace,Special Aug. Implants
820
821Rank 4 Augmented Advances “look I know it was a nice car but if we didn't jury rig it the enforcers would be on usâ€
822
823ADVANCE COST TYPE PREREQUISITE
824Chem-Use+10 200 Skill Chem-Use
825Common Lore(army) 200 Skill
826Common Lore(deep space)+10 200 Skill Common Lore(deep space)
827Common Lore(war)+10 200 Skill Common Lore(war)
828Drive(ground vehicle)+10 200 Skill Drive(ground vehicle)
829Drive(skimmer/hover) 200 Skill
830Heal+20 200 Skill Heal+10
831Schol. Lore(Star Tched)+10 200 Skill Schol. Lore(Star Tched)
832Schol. Lore(Chemistry) 200 Skill
833Trade(Spacefarer) 200 Skill
834Concealed Cavity 200 Talent
835Luminen Blast 200 Talent Special Augmented Implants
836Sound Constitution 200 Talent
837Talented(Tech-Use) 200 Talent
838Exotic Weapon Training(1) 500 Talent
839Ferric Summons 500 Talent S.A.I, Ferric Lure
840The Flesh is Weak 2 500 Talent The Flesh is Weak 1
841Machinator Array 500 Talent Special Augmented Implants
842Mechadendrite Use(Weapon) 500 Talent Special Augmented Implants
843Rite of Awe 500 Talent Special Augmented Implants
844
845Rank 5 Augmented Advances “he just stood there fiddling with it, and...it workedâ€
846
847ADVANCE COST TYPE PREREQUISITE
848Chem-Use+20 200 Skill Chem-Use+10
849Common Lore(Army)+10 200 Skill Common Lore(army)
850Common Lore(Navy) 200 Skill
851Navigation(surface)+10 200 Skill Navigation(Surface)
852Pilot(flyers) 200 Skill
853Schol. Lore(Star Tchd)+20 200 Skill Schol. Lore(Star Tchd)+10
854Schol. Lore(chemistry)+10 200 Skill Schol. Lore(Chemistry)
855Schol. Lore(Tactics) 200 Skill
856Trade(Relics) 200 Skill
857Trade(Augmented)+10 200 Skill Trade(Augmented)
858Trade(Spacefarer)+10 200 Skill Trade(Spacefarer)
859Electrical Succor 200 Talent Special Augmented Implants
860Rapid Reload 200 Talent
861Sound Constitution(x2) 200 Talent
862The Flesh is Weak 3 500 Talent The Flesh is Weak 2
863Heavy Weapon Training(1) 500 Talent
864Infused Knowledge 500 Talent Int 40
865Master Engineer 500 Talent Tech-Use+10,S.A.I
866Mimic 500 Talent
867Rite of Fear 500 Talent Special Augmented Implants
868
869
870Rank 6 Augmented Advances “don't mess with that guy, he'll give your ship a leaky rig before you can flip him offâ€
871
872ADVANCE COST TYPE PREREQUISITE
873Common Lore(army)+20 200 Skill Common Lore(army)+10
874Common Lore(navy)+10 200 Skill Common Lore(navy)
875Navigation(surface)+20 200 Skill Navigation(surface)+10
876Pilot(Flyers)+10 200 Skill Pilot(Flyers)
877Pilot(Space Craft) 200 Skill
878Schol. Lore(chemistry)+20 200 Skill Schol. Lore(chemistry)+10
879Schol. Lore(tactics)+10 200 Skill Schol. Lore(tactics)
880Trade(relics)+10 200 Skill Trade(relics)
881Trade(Augmented)+20 200 Skill Trade(Augmented)+10
882Trade(on ship) 200 Skill
883Trade(spacefarer)+20 200 Skill Trade(spacefarer)+10
884Counter Attack 200 Talent WS40
885Iron Jaw 200 Talent TG40
886Sound Constitution 200 Talent
887Blademaster 500 Talent WS30 Melee Weapon Training
888Deadeye Shot 500 Talent BS30
889Energy cache 500 Talent Special Augmented Implants
890Furious assault 500 Talent WS35
891The Flesh is Weak 4 500 Talent The Flesh is Weak 3
892Rite of Pure Thought 500 Talent Special Augmented Implants
893
894Rank 7 Augmented Advances “he's just not so human anymoreâ€
895ADVANCE COST TYPE PREREQUISITE
896Awareness+20 200 Skill Awareness+10
897Command 200 Skill
898Common Lore(Pirates) 200 Skill
899Dodge+20 200 Skill Dodge+10
900Drive(Walker) 200 Skill
901Evaluate 200 Skill
902Intimidate 200 Skill
903Navigation(stellar) 200 Skill
904Scholastic Lore(Math) 200 Skill
905Ambidextrous 200 Talent AG30
906Crushing Blow 200 Talent S40
907Good Reputation(M.Cult) 200 Talent Fel 50, Peer(M.Cult)
908Heightened Senses(1) 200 Talent
909Sound Constitution(x2) 200 Talent
910Flame Weapon Training(uni) 500 Talent
911Heavy Weapon Training(1) 500 Talent
912Master Surgeon 500 Talent Heal+10
913Mighty Shot 500 Talent BS40
914Swift Attack 500 Talent WS35
915Wall of Steel 500 Talent AG35
916
917
918Rank 8 Augmented Advances “then again, he never was I guessâ€
919
920ADVANCE COST TYPE PREREQUISITE
921Command+10 200 Skill Command
922Common Lore(Pirates)+10 200 Skill Common Lore(Pirates)
923Drive(Walker)+10 200 Skill Drive(walker)
924Evaluate+10 200 Skill Evaluate
925Intimidate+10 200 Skill Intimidate
926Navigation(stellar)+10 200 Skill Navigation(stellar)
927Heightened Senses(1) 200 Skill
928Iron Discipline 200 Talent WP30, Command
929Sound Constitution(x2) 200 Talent
930Enhanced Bionic Frame 500 Talent Machinator Array
931Exotic Weapon Training(1) 500 Talent
932Hip Shooting 500 Talent BS40,AG40
933Independent Targeting 500 Talent BS40
934Lightning Attack 500 Talent Swift Attack
935Marksman 500 Talent BS35
936Step Aside 500 Talent AG40, Dodge
937Thrown Weapon Training(uni)500 Talent
938Two-Weapon Wielder (ball.) 500 Talent BS35,AG35
939Void Tactition 500 Talent INT35
940
941Enforcer: The enforcers are the proud men and women who protect the citizens of the many galaxies and ensure safety. Essentially police officers the Enforcers have been known to most of the time to abuse their rank and act as Lords over the people they swore to protect. Enforcers often work with Star Commando squads looking for dangerous criminals or rare stolen tech. They can belong to an Enforcer regiment or a specified squad, such as a riot squad or Cyber Psycho squad.
942
943Starting Skills: Common Lore(enforcers), Common Lore(Government), Inquiry
944Starting Talents: Basic Weapon Training, Melee weapon training(primitive), Quick draw or rapid reload
945
946STAT SIMPLE INTERMEDIATE TRAINED EXPERT
947WS 250 500 750 1,000
948BS 100 250 500 750
949ST 500 750 1,000 2,500
950TG 100 250 500 750
951AG 500 750 1,000 2,500
952INT 100 250 500 750
953PER 250 500 750 1,000
954WIL 250 500 750 1,000
955FEL 250 500 750 1,000
956
957
958
959
960
961
962
963Rank 1 Enforcer Advances “call yourself an enforcer, you're not fit to wear the uniformâ€
964
965ADVANCE COST TYPE PREREQUISITE
966Awareness 100 Skill
967Common Lore(enfor.)+10 100 Skill Common Lore(enforcers)
968Drive(ground vehicle) 100 Skill
969Drive(hover vehicle) 100 Skill
970Inquiry+10 100 Skill Inquiry
971Scrutiny 100 Skill
972Swim 100 Skill
973Basic Weapon Training(Prim)100 Talent
974Basic Weapon Training(SP) 100 Talent
975Melee Weapon Training(Prim)100 Talent
976Pistol Training(Laser) 100 Talent
977Pistol Training(Prim) 100 Talent
978Rapid Reload 100 Talent
979Sound Constitution(x3) 100 Talent
980
981Rank 2 Enforcer Advances “Stand to, men, we'll break these scumâ€
982
983ADVANCE COST TYPE PREREQUISITE
984Common Lore(enfor)+20 200 Skill Common Lore(enfor.)+10
985Common Lore(underworld) 200 Skill
986Intimidate 200 Skill
987Security 200 Skill
988Tracking 200 Skill
989Basic Weapon Training(Las) 200 Talent
990Disarm 200 Talent AG30
991Double Team 200 Talent
992Leap Up 200 Talent AG30
993Light Sleeper 200 Talent PER30
994Melee Wpn. Training(shock) 500 Talent
995Peer(enforcers) 200 Talent FEL30
996Resistance(Cold) 200 Talent
997Resistance(Heat) 200 Talent
998Sound Constitution 200 Talent
999Take down 500 Talent
1000Barter 200 Skill
1001Ciphers(enforcers) 200 Skill
1002Tech-Use 200 Skill
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012Rank 3 Enforcer Advances “hunt them down like the dogs they areâ€
1013
1014ADVANCE COST TYPE PREREQUISITE
1015Ciphers(underworld) 200 Skill
1016Common Lore(history) 200 Skill
1017Dodge 200 Skill
1018Interrogation 200 Skill
1019Search 200 Skill
1020Die Hard 500 Talent WP40
1021Sound Constitution 200 Talent
1022Climb 200 Skill
1023Silent Move 200 Skill
1024Basic wpn training(flame) 200 Talent
1025Basic wpn training(launcher) 200 Talent
1026Heavy wpn training(SP) 500 Talent
1027Pistol Training(flame) 200 Talent
1028Sprint 200 Talent
1029Street Fighting 200 Talent
1030Two-Weapon wielder(guns) 500 Talent BS35,AG35
1031Two-Weapon Wielder(melee) 500 Talent WS35,AG35
1032Survival 200 Skill
1033Crushing Blow 500 Talent S40
1034
1035Rank 4 Enforcer Advances “this is a tough one, hit the streets find out what people knowâ€
1036
1037ADVANCE COST TYPE PREREQUISITE
1038Charm 200 Skill
1039Common Lore(gov't) 200 Skill
1040Deceive 200 Skill
1041Inquiry+20 200 Skill Inquiry+10
1042Search+10 200 Skill Search
1043Security+10 200 Skill Security
1044Tracking+10 200 Skill Tracking
1045Basic Weapon Training(boom)500 Talent
1046Decadence 200 Talent TG30
1047Hard Target 500 Talent AG40
1048Iron Jaw 200 Talent TG40
1049Peer(underworld) 200 Talent
1050Pistol Training(boom) 500 Talent AG40
1051Rapid Reaction 200 Talent
1052Blather 200 Skill
1053Carouse 200 Skill
1054Evaluate 200 Skill
1055Sound Constitution 500 Skill
1056Tech-Use+10 500 Skill Tech-Use
1057
1058
1059
1060
1061Rank 5 Enforcer Advances “took sixteen slugs to the gut, but he still got his manâ€
1062
1063ADVANCE COST TYPE PREREQUISITE
1064Charm+10 200 Skill Charm
1065Climb+10 200 Skill Climb
1066Concealment 200 Skill
1067Dodge+10 200 Skill Dodge
1068Interrogation+10 200 Skill Interrogation
1069Intimidation+10 200 Skill Intimidation
1070Schol. Lore(tactics) 200 Skill
1071Scrutiny+10 200 Skill Scrutiny
1072Ambidextrous 500 Talent AG30
1073Hardy 200 Talent TG40
1074Nerves of Steel 200 Talent
1075Peer(gov't) 200 Talent FEL30
1076Sure Strike 500 Talent WS30
1077Step Aside 200 Talent AG40,Dodge
1078True Grit 500 Talent TG40
1079Forbidden Lore(cults) 200 Skill
1080Forbidden Lore(mutants) 200 Skill
1081Logic 200 Skill
1082Schol. Lore(cults) 200 Skill
1083Shadowing 200 Skill
1084Silent Move+10 200 Skill Silent Move
1085Sleight of Hand 200 Skill
1086Basic weapon training(plasma)200 Talent
1087Combat master 500 Talent WS30
1088Deadeye Shot 500 Talent BS30
1089Heavy Weapon Training(flame)500 Talent
1090Melee weapon training(chain)200 Talent
1091Pistol Weapon Training(Plasma)500 Talent
1092Sound Constitution(x3) 200 Talent
1093Exotic Weapon Training(x2) 500 Talent
1094Swift Attack 500 Talent WS35
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110Rank 6 Enforcer Advances “Open Fireâ€
1111
1112ADVANCE COST TYPE PREREQUISITE
1113Climb+20 200 Skill Climb+10
1114Command 200 Skill
1115Interrogation+20 200 Skill Interrogation+10
1116Intimidation+20 200 Skill Intimidation+10
1117Survival+10 200 Skill Survival
1118Tracking+20 200 Skill Tracking+10
1119Arms Master 500 Talent BS30, Basic Wpn Training
1120Hip Shooting 200 Talent BS40, AG40
1121Basic Weapon Training(star) 500 Talent
1122Blind Fighting 200 Talent PER30
1123Heavy Weapon Training(boom)500 Talent
1124Heavy Weapon Training(Las)500 Talent
1125Heavy Weapon Training(Launcher)500 Talent
1126Heavy Weapon Training(Prim)500 Talent
1127Marksman 500 Talent BS35
1128Melee weapon Training(Power)200 Talent
1129Pistol Training(Star) 200 Talent
1130Lightning Attack 200 Talent Swift Attack
1131Sound Constitution 200 Talent
1132
1133
1134Rank 7 Enforcer Advances “when he arrives, blood and gun smoke followâ€
1135ADVANCE COST TYPE PREREQUISITE
1136Command+10 200 Skill Command
1137Schol. Lore(tactics)+10 200 Skill Schol. Lore(tactics)
1138Security+20 200 Skill Security+10
1139Bulging Biceps 500 Talent S45
1140Dual Shot 500 Talent AG40,two wpn wielder(guns)
1141Independent Targeting 500 Talent BS40
1142Iron Discipline 200 Talent WP30, Command
1143Resistance(Poisons) 200 Talent
1144Common Lore(War) 200 Talent
1145Gunslinger 500 Talent BS40,two wpn wielder(guns)
1146Heavy Wpn Training(Plasma)500 Talent
1147Peer(Military) 200 Talent FEL30
1148Crack Shot 500 Talent BS40
1149Sound Constitution(x2) 200 Talent
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159Rank 8 Enforcer Advances “Such men are beyond mere mercyâ€
1160
1161ADVANCE COST TYPE PREREQUISITE
1162Command+20 200 Skill Command+10
1163Schol. Lore(tactics)+20 200 Skill Schol. Lore(tactics)+10
1164Into the Jaws of Hell 500 Talent Iron Discipline
1165Common Lore(gov't)+10 200 Skill Common Lore(gov't)
1166Common Lore(War)+10 200 Skill Common Lore(War)
1167Cleanse and Purify 200 Talent Basic Wpn. Training(Flame)
1168Counter Attack 500 Talent WS40
1169Crippling Strike 500 Talent WS50
1170Dual Strike 500 Talent AG40, 2wpn wielder(melee)
1171Heavy Weapon Training(star)500 Talent
1172Mighty Shot 500 Talent BS40
1173Sound Constitution(x2) 200 Talent
1174
1175Assassin: Assassins come from the dark places of the universe and exist only to kill. Many hail from temples far on the fringes of Dark Space, and some are just hired guns looking for a quick buck. Whatever the discipline one fact always remains, Assassins kill and leave silently be it from a distance with a rifle or up close with a honed blade.
1176
1177Starting Skills: Awareness, Dodge
1178Starting Talents: Melee weapon training(Prim), ambidextrous, Pistol Training(Laser), Basic weapon training(SP), Pistol Training(SP), Exotic Weapon Training(Amaar Blade)
1179
1180Stat Advances
1181
1182STAT SIMPLE INTERMEDIATE TRAINED EXPERT
1183WS 100 250 500 750
1184BS 100 250 500 750
1185ST 500 750 1000 2500
1186TG 250 500 750 1000
1187AG 100 250 500 750
1188INT 250 500 750 1000
1189PER 250 500 750 1000
1190WIL 250 500 500 750
1191FEL 500 750 1000 2500
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202Rank 1 Assassin Advances “Two in the head makes sure they're deadâ€
1203
1204ADVANCE COST TYPE PREREQUISITE
1205Climb 100 Skill
1206Drive(ground vehicle) 100 Skill
1207Inquiry 100 Skill
1208Pilot(Civilian Craft) 100 Skill
1209Silent Move 100 Skill
1210Swim 100 Skill
1211Basic Weapon Training(las) 100 Talent
1212Basic Weapon Training(Prim)100 Talent
1213Basic Weapon Training(SP) 100 Talent
1214Catfall 100 Talent AG30
1215Pistol Training(Las) 100 Talent
1216Pistol Training(Prim) 100 Talent
1217Pistol Training(SP) 100 Talent
1218Sound Constitution 100 Talent
1219Thrown Weapon Training(Prim)100 Talent
1220
1221Rank 2 Assassin Advances “Killed 'em all with a single roundâ€
1222
1223ADVANCE COST TYPE PREREQUISITE
1224Acrobatics 200 Skill
1225Drive(ground vehicle)+10 200 Skill Drive(ground vehicle)
1226Drive(hover vehicle) 200 Skill
1227Navigation(surface) 200 Skill
1228Pilot(Civilian Craft)+10 200 Skill Pilot(Civilian Craft)
1229Security 200 Skill
1230Shadowing 200 Skill
1231Swim+10 200 Skill Swim
1232Tracking 200 Skill
1233Berserk Charge 500 Talent
1234Furious Assault 500 Talent WS35
1235Sound Constitution 500 Talent
1236Wrangling 200 Skill
1237Sprint 200 Talent
1238Sure Strike 200 Talent WS30
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251Rank 3 Assassin Advances “never seen the sun or mercy, a killer like herself has no need for eitherâ€
1252
1253ADVANCE COST TYPE PREREQUISITE
1254Chem-Use 200 Skill
1255Climb+10 200 Skill Climb
1256Common Lore(law) 200 Skill
1257Common Lore(war) 200 Skill
1258Concealment 200 Skill
1259Dodge+10 200 Skill Dodge
1260Drive(ground vehicle)+20 200 Skill Drive(ground vehicle)+10
1261Pilot(civilian craft)+20 200 Skill Pilot(civilian craft)+10
1262Silent Move+10 200 Skill Silent Move
1263Swim+20 200 Skill Swim+10
1264Crack Shot 500 Talent BS40
1265Jaded 200 Talent WP30
1266Pistol Training(Flame) 200 Talent
1267Rapid Reload 500 Talent
1268Sleight of Hand 200 Skill
1269Survival 200 Skill
1270Basic Wpn Training(Flame) 200 Talent
1271Basic Wpn Training(launcher)200 Talent
1272Heavy Weapon Training(SP) 200 Talent
1273Melee Wpn Training(shock) 200 Talent
1274Mighty Shot 500 Talent BS40
1275Sound Constitution 200 Talent
1276Swift Attack 200 Talent WS35
1277Two Weapon Wielder(guns) 200 Talent BS35,AG35
1278Two Weapon Wielder(melee) 200 Talent WS35,AG35
1279
1280Rank 4 Assassin Advances “we didn't even know he was there until the screams startedâ€
1281
1282ADVANCE COST TYPE PREREQUISITE
1283Acrobatics+10 200 Skill Acrobatics
1284Awareness+10 200 Skill Awareness
1285Chem-Use+10 200 Skill Chem-Use
1286Drive(Hover Vehicle)+10 200 Skill Drive(Hover Vehicle)
1287Inquiry+10 200 Skill Inquiry
1288Scrutiny 200 Skill
1289Search 200 Skill
1290Security+10 200 Skill Security
1291Tracking+10 200 Skill Tracking
1292Basic Wpn Training(boom) 200 Talent
1293Lightning Reflexes 500 Talent
1294Melee Wpn Training(chain) 200 Talent
1295Pistol training(boom) 200 Talent
1296Quick Draw 500 Talent
1297Common Lore(Star Temple) 200 Skill
1298Tech-Use 200 Skill
1299Deadeye shot 500 Talent BS30
1300Dual Shot 200 Talent AG40
1301Exotic Weapon Training(x2) 500 Talent
1302Heavy Wpn Training(flame) 200 Talent
1303Hip Shooting 500 Talent BS40,AG40,
1304Sound Constitution 200 Talent
1305
1306Rank 5 Assassin Advances “I swear a dead man made more noiseâ€
1307
1308ADVANCE COST TYPE PREREQUISITE
1309Contortionist 200 Skill
1310Disguise 200 Skill
1311Dodge+20 200 Skill Dodge+10
1312Inquiry+20 200 Skill Inquiry+10
1313Interrogation 200 Skill
1314Intimidate 200 Skill
1315Search+10 200 Skill Search
1316Security+20 200 Skill Security+10
1317Shadowing+10 200 Skill Shadowing
1318Tracking+20 200 Skill Tracking+10
1319Leap Up 200 Talent AG30
1320Melee Wpn Training(power) 200 Talent
1321Rapid Reaction 200 Talent AG40
1322Chem-Use+20 200 Skill Chem-Use+10
1323Heal 200 Skill
1324Schol. Lore(chemistry) 200 Skill
1325Tech-Use+10 200 Skill Tech-Use
1326Wrangling+10 200 Skill
1327Lightning Attack 500 Talent
1328Marksman 500 Talent BS35
1329Sound Constitution 200 Talent
1330Basic Wpn Training(Plasma) 200 Talent
1331Blademaster 500 Talent WS30
1332Exotic Weapon Training(x2) 500 Talent
1333Heavy Wpn Training(launcher)200 Talent
1334Pistol Training(plasma) 200 Talent
1335Sharpshooter 500 Talent BS40,Deadeye Shot
1336
1337Rank 6 Assassin Advances “your screams are music and your blood is wineâ€
1338
1339ADVANCE COST TYPE PREREQUISITE
1340Climb+20 200 Skill Climb+10
1341Concealment+10 200 Skill Concealment
1342Contortionist+10 200 Skill Contortionist
1343Drive(Walker) 200 Skill
1344Intimidate+10 200 Skill Intimidate
1345Silent Move+20 200 Skill Silent Move+10
1346Survival+10 200 Skill Survival
1347Ambidextrous 500 Talent AG30
1348Assassin Strike 500 Talent AG40, Acrobatics
1349Double Team 500 Talent
1350Blind Fighting 200 Talent PER30
1351Counter Attack 200 Talent WS40
1352Dual Strike 200 Talent AG40
1353Frenzy 500 Talent
1354Heavy Wpn Training(boom) 500 Talent
1355Heavy Wpn Training(las) 500 Talent
1356Nerves of Steel 200 Talent
1357Pistol Training(star) 200 Talent
1358Sound Constitution 200 Talent
1359Step Aside 500 Talent AG40,Dodge
1360
1361Rank 7 Assassin Advances “he killed and killed and killed, and all the time the bastard had that blood soaked grin on his faceâ€
1362
1363ADVANCE COST TYPE PREREQUISITE
1364Awareness+20 200 Skill Awareness+10
1365Contortionist+20 200 Skill Contortionist+10
1366Shadowing+20 200 Skill Shadowing+10
1367Survival+20 200 Skill Survival+10
1368Pilot(Military Craft) 500 Skill Pilot(civilian craft)
1369Disarm 200 Talent AG30
1370Combat Master 500 Talent WS30
1371Crippling Strike 200 Talent WS50
1372Hard Target 200 Talent AG40
1373Precise Blow 500 Talent WS40, Sure Strike
1374Heavy Wpn Training(Star) 500 Talent
1375Heavy Wpn Training(Plasma)500 Talent
1376Sound Constitution 200 Talent
1377
1378Rank 8 Assassin Advances “I am death incarnateâ€
1379
1380ADVANCE COST TYPE PREREQUISITE
1381Acrobatics+20 200 Skill Acrobatics+10
1382Concealment+20 200 Skill Concealment+10
1383Intimidate+20 200 Skill Intimidate+10
1384Pilot(Military Craft)+10 200 Skill Pilot(Military Craft)
1385Sleight of Hand+10 200 Skill Sleight of Hand
1386Battle Rage 500 Talent Frenzy
1387Deflect Shot 500 Talent AG50
1388Sound Constitution 200 Talent
1389Wall of Steel 500 Talent AG35
1390Arms Master 500 Talent BS30
1391Fearless 500 Talent
1392
1393
1394
1395
1396
1397Trooper: The trooper is a highly drilled and elite killing machine. For whatever force he fights for the Trooper exists to lay down heavy fire and kill as many enemies as he can, skilled not only in combat but often also engineers and medics able to take the skills they learned on the battlefield and apply it to applicable situations
1398
1399Starting Skills: Drive(Ground Vehicle)
1400Starting Talents:Pistol Training(Laser), Basic Weapon Training(Laser), Basic Weapon Training(SP)
1401
1402Stat Advances
1403
1404STAT SIMPLE INTERMEDIATE TRAINED EXPERT
1405WS 100 250 500 750
1406BS 100 250 500 750
1407ST 100 250 500 750
1408TG 250 500 750 1000
1409AG 250 500 750 1000
1410INT 500 750 1000 2500
1411PER 250 500 750 1000
1412WIL 500 750 1000 2500
1413FEL 500 750 1000 2500
1414
1415Rank 1 Trooper Advances “If they can bleed and run they can hold a gunâ€
1416
1417ADVANCE COST TYPE PREREQUISITE
1418Awareness 100 Skill
1419Drive(ground vehicle) 100 Skill
1420Swim 100 Skill
1421Basic Weapon Training(Las) 100 Talent
1422Basic Weapon Training(SP) 100 Talent
1423Pistol Training(Las) 100 Talent
1424Pistol Training(Prim) 100 Talent
1425Pistol Training(SP) 100 Talent
1426Sound Constitution(x2) 100 Talent
1427
1428Rank 2 Trooper Advances “We left the shuttle as conscripts, we returned as menâ€
1429
1430ADVANCE COST TYPE PREREQUISITE
1431Dodge 200 Skill
1432Drive(ground vehicle)+10 200 Skill Drive(ground vehicle)
1433Common Lore(army) 200 Skill
1434Survival 200 Skill
1435Swim+10 200 Skill Swim
1436Basic Wpn Training(Launcher)200 Talent
1437Quick Draw 200 Talent
1438Sound Constitution 200 Talent
1439Common Lore(war) 200 Skill
1440Inquiry 200 Skill
1441Heavy Weapon Training(SP) 500 Talent
1442Two Weapon Wielder(guns) 200 Talent BS35, AG35
1443Rank 3 Trooper Advances “without death, there are no heroesâ€
1444
1445ADVANCE COST TYPE PREREQUISITE
1446Drive(ground vehicle)+20 200 Skill Drive(ground vehicle)+10
1447Intimidate 200 Skill
1448Navigation(Surface) 200 Skill
1449Pilot(Military Craft) 500 Skill
1450Swim+20 200 Skill Swim+10
1451Basic Wpn Training(Flame) 200 Talent
1452Crippling Strike 500 Talent WS50
1453Rapid Reload 500 Talent
1454Sound Constitution 200 Talent
1455Common Lore(gov't) 200 Skill
1456Gamble 200 Skill
1457Inquiry+10 200 Skill Inquiry
1458Ambidextrous 500 Talent AG30
1459Melee Wpn Training(shock) 200 Talent
1460Swift Attack 500 Talent
1461
1462Rank 4 Trooper Advances “Stay in the trench and wait out the gunfireâ€
1463
1464ADVANCE COST TYPE PREREQUISITE
1465Common Lore(law) 200 Skill
1466Demolition 200 Skill
1467Intimidate+10 200 Skill Intimidate
1468Navigation(surface)+10 200 Skill Navigation(surface)
1469Pilot(military craft)+10 200 Skill Pilot(military craft)
1470Basic weapon training(boom)200 Talent S30
1471Dual Strike 200 Talent AG40
1472Melee weapon Training(chain)200 Talent
1473Pistol training(boom) 200 Talent
1474Sound Constitution 200 Talent
1475Takedown 500 Talent
1476Carouse 200 Skill
1477Interrogation 200 Skill
1478Tech-Use 200 Skill
1479Crushing Blow 500 Talent S40
1480Dual Shot 500 Talent
1481Heavy Weapon Training(Flame)500 Talent
1482Hip Shooting 200 Talent BS40, AG40
1483Two weapon wielder(melee) 200 Talent WS35,AG35
1484Barter 200 Skill
1485
1486
1487
1488
1489
1490
1491
1492Rank 5 Trooper Advances “you think its bad now kid? Just wait till the big guns come outâ€
1493
1494ADVANCE COST TYPE PREREQUISITE
1495Command 200 Skill
1496Demolition+10 200 Skill Demolition
1497Dodge+10 200 Skill Dodge
1498Pilot(military craft)+20 200 Skill Pilot(military craft)+10
1499Survival+10 200 Skill Survival
1500Basic wpn training(star) 200 Talent
1501Basic wpn training(plasma) 200 Talent
1502Bulging Biceps 500 Talent S45
1503Die Hard 200 Talent WP40
1504Hard Target 500 Talent AG40
1505Heavy wpn training(boom) 500 Talent
1506Heavy wpn training(Laser) 500 Talent
1507True Grit 200 Talent TG40
1508Climb 200 Skill
1509Gamble+10 200 Skill Gamble
1510Heal 200 Skill
1511Search 200 Skill
1512Hatred(choose one) 200 Talent
1513Iron Jaw 200 Talent TG40
1514
1515Rank 6 Trooper advances “It's going to get close and messyâ€
1516
1517ADVANCE COST TYPE PREREQUISITE
1518Common Lore(law)+10 200 Skill Common Lore(law)
1519Demolition+20 200 Skill Demolition+10
1520Survival+20 200 Skill Survival+10
1521Blademaster 500 Talent WS30
1522Combat Master 500 Talent WS30
1523Frenzy 200 Talent
1524Furious Assault 500 Talent WS35
1525Leap Up 200 Talent AG30
1526Melee wpn training(Power) 200 Talent
1527Chem-Use 200 Skill
1528Dodge+20 200 Skill Dodge
1529Sound Constitution 200 Talent
1530Lightning Attack 500 Talent Swift Attack
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541Rank 7 Trooper Advances “shock and aweâ€
1542
1543ADVANCE COST TYPE PREREQUISITE
1544Carouse+10 200 Skill Carouse
1545Chem-Use+10 200 Skill Chem-Use
1546Concealment 200 Skill
1547Cleanse and Purify 500 Talent Basic Wpn Training(Flame)
1548Hardy 200 Talent TG40
1549Heavy Wpn Training(star) 500 Talent
1550Heavy Wpn Training(Plasma)500 Talent
1551Sound Constitution(x2) 200 Talent
1552
1553Rank 8 Trooper Advances “Walking fire supportâ€
1554
1555ADVANCE COST TYPE PREREQUISITE
1556Intimidate+20 200 Skill Intimidate+10
1557Berserk Charge 500 Talent
1558Exotic Weapon Training(x2) 500 Talent
1559Fearless 500 Talent
1560Pistol Training(star) 200 Talent
1561Pistol Training(Plasma) 200 Talent
1562Sound Constitution(x2) 200 Talent
1563
1564
1565
1566
1567
1568
1569Starting Gear
1570
1571Bounty Hunter: Good craftsmanship Hell gun or Best craftsmanship Sniper rifle or 2 boom pistols plus one good craftsmanship primitive melee weapon of choice. Micro-Bead, Enforcer armor, med kit and 3 doses of Stim
1572
1573Star Touched: Best-craftsmanship laser pistol or best-craftsmanship heavy Autopistol. Best-craftsmanship shock baton . Flak armor and a Micro-Bead
1574
1575Augmented: Boom gun or Best-craftsmanship laser gun or hell gun. Best-craftsmanship shock baton or power axe. Enforcer armor, Multikey, Micro-Bead, Combi-Tool and Recon Drone
1576
1577Enforcer: Best-craftsmanship shotgun or Flamespitter. Best-craftsmanship shock baton or Power Fist. Enforcer armor, 3 doses of Stim, Micro-Bead and a Frag Grenade
1578
1579Assassin: Best-craftsmanship Laser Sniper or Sniper rifle. Power sword and Smoke Grenade,Flak cloak, Micro-Bead and Night Cloak
1580
1581Trooper: Best-craftsmanship Laser Pistol or Plasma Pistol, Hell gun or Plasma rifle. 3 frag grenades, Micro-Bead and trooper armor
1582
1583Recon Drone
1584WS:15 BS:20 S:10 T:20 AG:50 Int:15 Per:35 WP:20 Fel:00
1585Armor: All 2 (power shield)
1586Built in Laser Pistol
1587Weapon Properties
1588
1589Accurate: Some weapons are designed for precision and grant a +10 to the user's ballistic skill while they wield them
1590
1591Balanced: Some edged weapons are designed to keep weight off the blade giving it better balance granting +10 to weapon skill while using it
1592
1593Blast: creates a radius of damage with the center being the area hit with the explosive
1594
1595Customized: the user has tweaked the weapon to his liking reducing the time to reload it by ½
1596
1597Defensive: Defensive weapons are used to shield your from harm and grant a +10 to parry but a -10 to attacks
1598
1599Flame: Flame weapons do not need to roll ballistics to hit they simply fire the flames in front of them and all enemies within range must make an agility save or be struck down by fiery wrath. If the enemies are hit they must make a second agility save or be set on fire. On a roll of a 9 for damage the weapon jams
1600
1601Flexible: some weapons such as whips can move much easier and cannot be parried
1602
1603Inaccurate: weapons that are inaccurate are either damaged or of bad quality and result in a -10 to the ballistics skill of the user, they also gain no bonus from taking aim
1604
1605Over Heats: Certain weapons are prone to overheating, either due to poor design or firing superheated ammunition. Any attack roll of 91 or higher overheats the weapon. When a weapon over heats the user suffers damage equal to weapon damage with 0 penetration, they may avoid this damage by dropping the weapon. A weapon that has overheated must wait one turn before being used again.
1606
1607Power Field: A field of power that increases the weapons power and penetration, they also have a chance to destroy the enemy weapon that lacks this quality on a parry of 25 or below
1608
1609Recharge: weapons that require time to charge must wait a round before being fired again
1610
1611Reliable: a reliable weapon almost never jams, if it does roll 1d10 if your roll anything below a 10 it is not jammed
1612
1613Scatter: ammunition that scatters grants additional hits on adjacent enemies, each two degrees of success indicate another hit. All scatter weapons made at long rage reduce in effectiveness and all armor points are doubled
1614
1615Shocking: a shocking weapon can stun an opponent with a powerful surge of energy. A target that takes at least 1 point of damage from a shocking weapon after armor and Toughness bonus, must make a toughness test, and gains +10 if the area hit was armored. If he fails he is stunned for a number of rounds equal to half the damage he suffered.
1616
1617Smoke: These weapons throw up dense clouds of smoke to create cover. A smokescreen of 3d10 meters is made from the point of origin. This screen lasts for 2d10 rounds.
1618Snare: a target ensnared must make an agility test to free himself, if he fails he is immobilized and can make no tests other then actions to escape the bonds.
1619
1620Storm: a weapon with the storm quality adds double the amount of hits inflicted on the target.
1621
1622Tearing: these weapons tear through flesh and bone and roll an extra die for damage, the lower result is discarded, if doubles are rolled add them up and that number is the damage
1623
1624Toxic:weapons with poison or toxins on them poison the enemy making them take 1d10 damage a turn with no reduction from armor or toughness. A toughness save can be made to resist poison but with a penalty equal to the amount of damage taken
1625
1626Twin Linked: the weapon has the ability to be fired twice using one pull of the trigger, you gain +20 bonus to hit and can make two attacks, the amount of ammunition used is doubled as is the amount of time it takes to reload
1627
1628Unbalanced: heavy and difficult to wield weapons are unbalanced and grant a -10 penalty when used to parry
1629
1630Unreliable:any weapon with this quality jams on a roll of 91 or higher regardless of previous conditions
1631
1632Unstable: weapons with this quality are volatile and when fired require the roll of a d10, on a 1 it inflicts half damage, on a 2-9 it deals normal damage and on a 10 it inflicts twice the normal damage
1633
1634Unwieldy: huge and heavy weapons are to awkward to be used defensively and cannot be used to parry
1635
1636Laser Weapons
1637
1638Name class range RoF Damage Pen Special
1639Laser Revolver Pistol 90m s/3/- 1d10+3 2 Accurate, Reliable
1640Dueling Pistol Pistol 45m s/-/- 1d10+5 4 Accurate
1641Hell pistol Pistol 35m s/2/- 1d10+4 7
1642Hell gun Basic 110m s/3/- 1d10+4 7
1643Laser Gauntlets pistol 50m s/4/- 1d10+4 1 Reliable
1644Laser Carbine Basic 60m s/2/- 1d10+3 0 Reliable
1645Laser Rifle Basic 100m s/3/- 1d10+3 0 Reliable
1646Laser Pistol Pistol 30m s/-/- 1d10+2 0 Reliable
1647Laser Sniper Basic 150m s/-/- 1d10+3 1 Accurate, Reliable
1648Laser Cannon Heavy 300m s/-/- 5d10+10 10
1649
1650Solid Projectile Weapons (SP)
1651
1652Name class range RoF Damage Pen Special
1653Autogun Basic 90m s/3/10 1d10+3 0
1654Autopistol Pistol 30m s/-/6 1d10+2 0
1655Heavy Pistol Pistol 35m s/-/- 1d10+4 2
1656Heavy Rifle Heavy 120m -/-/10 1d10+5 3
1657Naval Pistol Pistol 20m s/3/- 1d10+4 0 Tearing
1658Naval Shotcannon Heavy 40m s/3/- 2d10+4 0 Scatter, Unreliable
1659Pump action shotgun Basic 30m s/-/- 1d10+4 0 Scatter
1660Shotgun Basic 30m s/-/- 1d10+4 0 Scatter
1661Shotgun Pistol Pistol 10m s/-/- 1d10+4 0 Reliable, Scatter
1662Heavy Auto Pistol Pistol 30m s/3/- 1d10+3 0
1663Revolver Pistol 30m s/-/- 1d10+3 0 Reliable
1664Sniper Rifle Basic 150m s/-/- 2d10+5 4 Accurate
1665AutoCannon Heavy 90m -/-/10 2d10+1 4 Storm
1666Explosive Weapons
1667
1668Name class range RoF Damage Pen Special
1669Boom gun Basic 90m s/2/4 1d10+5 4 Tearing
1670Boom pistol Pistol 30m s/2/- 1d10+5 4 Tearing
1671Boom Storm Basic 90m s/2/4 1d10+5 4 Storm, Tearing
1672Heavy Boomer Heavy 120m -/-/10 2d10+2 5 Tearing
1673
1674Star Weapons
1675
1676Name class range RoF Damage Pen Special
1677Star Pistol Pistol 10m s/-/- 2d10+8 13
1678Star Rifle Basic 20m s/-/- 2d10+8 13
1679Celestial Lance Heavy 10m s/-/- 2d10+10 12 Accurate
1680Shooting Star Heavy 60m s/3/- 4d10+5 13 Blast(1)
1681
1682Plasma Weapons
1683
1684Name class range RoF Damage Pen Special
1685Plasma Pistol Pistol 30m s/2/- 1d10+6 6 Over Heat
1686Plasma Rifle Basic 90m s/2/- 1d10+7 6 Over Heat
1687Plasma Cannon Heavy 120m s/-/- 2d10+7 8 Blast(1), Over Heat, Unstable
1688
1689Flame Weapons
1690
1691Name class range RoF Damage Pen Special
1692Flame Pistol Pistol 10m s/-/- 1d10+4 2 Flame
1693Flame Spitter Basic 20m s/-/- 1d10+4 2 Flame
1694Heavy Flame Spitter Heavy 30m s/-/- 2d10+4 4 Flame
1695
1696Primitive Ranged weapons
1697
1698Name class range RoF Damage Pen Special
1699Bolas Thrown 10m s/-/- 1d10-3 0 Snare, Inaccurate
1700Bow Basic 30m s/-/- 1d10 0 Reliable
1701Crossbow Basic 30m s/-/- 1d10 0
1702Hand Bow Pistol 15m s/-/- 1d10 0
1703Flintlock Pistol 15m s/-/- 1d10+2 0 Unreliable, Inaccurate
1704Musket Basic 30m s/-/- 1d10+2 0 Unreliable, Inaccurate
1705
1706
1707
1708Weapon Fluff:
1709Laser Revolver: clearly a high quality weapon the laser revolver is an efficient sidearm for most if not all those in search of a weapon, being a laser weapon it does not need to be reloaded simply recharged after six shots, recharge time one round
1710
1711Dueling Pistol: the dueling pistol is used only by the wealthy and is utterly pointless, it fires one shot before it needs to be recharged and takes six hours before it can be fired again
1712
1713Hell Pistol: the hell pistol is an overcharged laser pistol with increased ability to penetrate armor. It takes 50 shots before it needs to be recharged and takes 6 hours to charge
1714
1715Hell Gun: the Hell Gun is an overcharged laser rifle with added penetration, it takes 100 shots before it needs to be recharged and takes 6 hours to charge
1716
1717Laser Gauntlets: firing beams from the finger is all fun and games until someone picks their nose, the laser gauntlet can fire five times before being recharged and takes one turn to recharge
1718
1719Laser Carbine: a smaller variant of the laser rifle the carbine and can be fired using one hand with only a -10 penalty, it can fire 60 shots before recharging and takes 6 hours to recharge
1720
1721Laser Rifle: a staple in most militaries for its simplicity. It can be fired 200 times before it needs to recharge and takes 6 hours to charge
1722
1723Laser Pistol: a staple side arm, it fires 100 shots before running out of charge and takes 6 hours to charge
1724
1725Laser Sniper: the laser sniper is a variant of the laser rifle but outfitted with a longer barrel for more precision, it fires one shot before being recharged, and takes 1 round to recharge
1726
1727Laser Cannon: a massive weapon that spews massive bursts of light that return tremendous recoil it can be fired twice before recharging and requires 2 rounds to recharge
1728
1729Autogun: a simple automatic rifle able to lay down heavy fire and remain accurate. Firing low caliber shells fed by a standard clip the Autoguns clip holds thirty rounds and takes 1 turn to reload
1730
1731Autopistol: small but effective the Autopistol has a greater rate of fire then most other pistols and can fell most targets in a single burst. The clip holds 8 rounds and takes one turn to reload
1732
1733Heavy Pistol: firing greater caliber rounds the heavy pistol is favored by those who aren't picky about the state of the enemy. It has a strong kick and will impose a -10 on ballistics skill. It holds five rounds and takes 1 turn to reload
1734
1735Heavy Rifle: with the ability to lay down suppressing fire and cut through light infantry its no wonder the heavy rifle is used by militants and ganger alike. It holds 200 high caliber bullets in an ammunition drum and takes two turns to reload
1736
1737Naval Pistol: a naval officers sidearm, this Autopistol has been modified to fire fragmented rounds. However without it's special ammunition it loses its tearing quality. It holds six shots and takes one turn to reload
1738Naval Shotcannon: Firing shells nearly twice the size of anything of its class the Shotcannon can literally blow men to bits. It can hold twenty four shells and takes two turns to reload
1739
1740Pump action shotgun: Common amongst enforcers, mercenaries, and raiders these weapons have the advantage of holding more shells then a regular shotgun. It can hold 8 shells at a time and takes one turn to reload
1741
1742Shotgun: the most common of the close quarters guns the shotgun is simple and seen everywhere from battlefields to homes. It holds two shells and takes one turn to reload
1743
1744Shotgun Pistol: Having the appearance of a pistol with a short barrel the unassuming shotgun pistol is deadly at close range, it imposes a -10 to the users ballistics skill unless fired with two hands or using a recoil glove. It holds one shell and takes one turn to reload
1745
1746Heavy Autopistol: a modified Autopistol that fires heavier ammunition but lacks the range or speed of the original. It can hold 6 rounds and takes 1 turn to reload
1747
1748Revolver: one of the oldest pistols ever made, the revolver rounds can be loaded one at a time for easy use of specialized ammunition. It holds six shots and takes 1 turn to reload
1749
1750Boom Pistol: Boom pistols are rare outside of elite or specialized forces. Firing explosive Boom rounds the boom pistol penetrates most armor and explodes while inside its target resulting in a messy death. It holds 10 rounds and takes a half action to reload
1751
1752Boom gun: the more common of the uncommon boom weapons, it fires much faster then the pistol and leaves massive amounts of carnage in its wake. It holds 30 rounds and takes one turn to reload
1753
1754Boom Storm: made in an attempt to increase the rate of fire of a boom pistol the Boom storm is rarely seen outside of elite hands due to the fact that it is still a prototype. It holds 20 rounds and takes two turns to reload
1755
1756Heavy Boomer: seen in most heavy weapon teams the Heavy Boomer is used for anti infantry or to take down light vehicles. It holds 60 rounds and takes 2 turns to reload
1757
1758Star Pistol: Star pistols represent very old and specialized technology and are almost never seen. They fire extremely devastating bolts of star energy and penetrate most armor types. It has no charge time and never runs out of star energy, it can be permanently deactivated if the star energy is removed by a star touched
1759
1760Star Rifle: Holding longer range of the pistol most who meet the star rifle in combat never make it out whole. It has no charge time and never runs out of star energy, it can be permanently deactivated if the star energy is removed by a star touched
1761Shooting Star: the largest type of star energy based weapon the shooting star is usually only used by specialized military groups or mounted on vehicles. It can fire one bolt of star energy before needing to recharge for two turns, it can be permanently deactivated if the star energy is removed by a star touched.
1762
1763
1764
1765Celestial Lance: almost as rare and large as the shooting star the celestial lance sports a longer barrel for greater accuracy but loses the direct damage. It can fire two bolts of star energy before needing to recharge for two turns, it can be permanently deactivated if the star energy is removed by a star touched.
1766
1767Plasma Pistol: few pistols are deadlier then the plasma pistol. Those who risk using them usually die in a horrible plasma accident, but hey who wants to live forever? It can fire three shots before needing to cool down, it can be fired while it's cooling but the user risks overheating the weapon on a d10 roll of anything 5+
1768
1769Plasma Rifle: Firing superheated balls of plasma the Plasma rifle is a destructive engine that requires maintenance. It needs to cool down after every shot for one turn, it can be fired while it's cooling but the user risks overheating the weapon on a d10 roll of anything 6+
1770
1771Plasma Cannon: similar to a mortar the plasma cannon is used to destroy armored vehicles or heavily armored targets. Exploding into a burst of plasma wherever the initial blast lands results in groups of enemies being destroyed at once. It requires two turns of cool down after firing, it can be fired while it's cooling but the user risks overheating the weapon on a d10 roll of anything 4+
1772
1773Flame Pistol: able to only fire one shot before running out of propellent the Flame Pistol is a good in close quarters but not very good in long range gunfights. It takes one turn to swap out a propellent tank
1774
1775Flame Spitter: the Flame Spitter is effective for chasing enemies out of cover or firing bursts of flame to incinerate enemies, it takes 3 bursts of flame before it needs to be refueled and takes one turn to swap out the propellent tank
1776
1777Heavy Flame Spitter: being fueled by a massive tank carried on the users back the Heavy Flame Spitter is prone to explosions due to puncture. It can fire ten bursts before it needs to be refueled and takes two turns to refuel the tank
1778
1779Bolas: two weighted balls held together by cord, utterly pointless but deal little to no damage ensuring the target lives.
1780
1781Bow: Bows have many styles and forms and are generally seen as a sign of marksmanship and skill.
1782
1783Crossbow: a more mechanical bow, the crossbow fires metal bolts at high velocity. It can fire one bolt and takes two turns to reload
1784
1785Hand bow: a smaller more compact crossbow it can fire once before it needs to be reloaded and takes two turns to reload
1786
1787Flintlock Pistol: a black powder based gun, the flintlock pistol can fire once and takes three turns to reload
1788
1789Musket: used by savages and residents of low tech worlds, the musket can fire one shot and takes three turns to reload
1790
1791
1792
1793Grenades (G* indicates grenade properties)
1794
1795Name class range RoF Damage Pen Special
1796Grenade Launcher Basic 80m s/-/- G* G* G*
1797Anti-Plant Thrown Sbx3 s/-/- 3d10 0 Blast(3)
1798Blind Thrown Sbx3 s/-/- 0 0 Smoke
1799Filament Thrown Sbx3 s/-/- 4d10+4 6 Blast(1), Tearing
1800Frag Thrown Sbx3 s/-/- 2d10 0 Blast(4)
1801Geode Thrown Sbx3 s/-/- 2d10+3 4 Blast(3)
1802Hallucinogen Thrown Sbx3 s/-/- 0 0
1803Krak Thrown Sbx3 s/-/- 2d10+4 6
1804Flash Thrown Sbx3 s/-/- Special 0
1805Plasma Thrown Sbx3 s/-/- 1d10+6 6 Blast(3)
1806Smoke Thrown Sbx3 s/-/- 0 0 Smoke
1807Virus Thrown Sbx3 s/-/- 3d10 0 Toxic
1808Missile: double the effects of the grenade type
1809
1810Grenade Launcher: The grenade launcher can fire may types of grenades far further and more accurately then they can be thrown, it can hold six grenades at a time and takes one turn to reload
1811
1812Anti-Plant: Holding a wide range of toxins the Plant grenades are useful for clearing out the local Flora or clear Foliage for landing zones, Campsites or building locations.
1813
1814Blind: Blind grenades fire a cloud of thick smoke as well as magnetic chaff to prevent the use of any augmented vision
1815
1816Frag: exploding into high velocity wire of fragmented metal the Frag grenade is mostly used for unarmored infantry
1817
1818Geode: Made of an alien diamond the Geode grenade fires sharp bits of diamond that tear armor
1819
1820Hallucinogen: These grenades induce a variety of short lived psychological states. Anyone within 10 meters of the grenade must make a toughness save with a -10 penalty. If they fail they roll on the hallucination table and hallucinate for 1d10 turns. Anyone with a respirator or sealed armor gains a +20 for this test
1821
1822Krak: Krak grenades are concentrated explosions to punch holes in armor and vehicles
1823
1824Flash: Letting out a flash of starlight Flash grenades render anyone without eye protection blind for one turn
1825
1826Plasma: highly lethal explosive plasma, used to decimate most targets.
1827
1828Smoke: a grenade that when thrown creates a small field of Smokescreen
1829
1830
1831
1832
1833
1834Hallucinogen Effects
1835
183601-10: The hero believes he is covered in imaginary spiders and spends his time trying to tear them off.
1837
183811-20: The hero believes his hands have turned into dust and is now left with wrist stumps. He drops everything he is holding and can not use his hands for the duration
1839
184021-30: The hero sees a terrible beast burst through the wall, and fires at a random piece of terrain
1841
184231-40:The hero believes he is invisible and cannot be swayed with any other notion
1843
184441-50: The hero believes he can fly and will throw himself off of the nearest elevated object(chair, vehicle, building)
1845
184651-60: The hero believes the character closest to him wants to kill him and will try his best to foil his plot
1847
184861-70: The hero believes he's dead and will lie on the floor and make no actions
1849
185071-80:The hero believes he is only three inches tall and speaks in a high squeaky voice.
1851
185281-90: The hero is angered and will attack the nearest living thing with only melee attacks
1853
185491-00: The hero feels a snake winding around one of his legs and shoots at it until it's dead
1855
1856Melee Weapons
1857
1858Name Class Damage Penetration Special
1859Chain Axe Melee 1d10+4 2 Tearing
1860Chainsword Melee 1d10+2 2 Tearing, Balanced
1861Power Axe Melee 2d10+4 7 Power field, Unbalanced
1862Power Fist Melee 2d10+SBx2 9 Power field, Unwieldy
1863Power Maul Melee 1d10+5 4 Power field, shocking
1864Power Sword Melee 1d10+5 5 Power Field, Balanced
1865
1866Primitive Melee Weapons
1867
1868Name Class Damage Penetration Special
1869Sharp Stick Melee 1d5-2 0
1870Knife Melee 1d5 1
1871Shield Melee 1d5 0 Defensive
1872Spear Melee 1d10+2 2
1873Staff Melee 1d10 0 Balanced
1874Sword Melee 1d10 0 Balance
1875Warhammer Melee 1d10+2 1
1876
1877
1878
1879
1880
1881Chain Axe: a massive axe with a serrated and motorized blade. It is used by those who wish to mutilate their foes. Truly the weapon of a sadist the chain axe is also effective at piercing armor
1882
1883Chain Sword: a balanced blade that tears through unarmored targets easily. With a small amount of skill and finesse one can cut foes to ribbons.
1884
1885Power Axe: a massive axe with a kinetic power field on the blade. This razor edge given by the field can slice through most armor and hold enough power to kill whatever is inside
1886
1887Power Fist: a gauntlet made to increase the users strength, the Power Fist delivers terribly strong blows to anything it comes into contact with, being able to smash through walls or crush men to bits.
1888
1889Power Maul: a great two handed hammer that smashes through everything it touches and delivers a powerful kinetic burst sending surges of electrical force through the targets body.
1890
1891Power Sword: the true weapon of a master, the power sword requires intense training to truly master and most who wield them are revered battle masters and Sha'goth warlords
1892
1893Exotic Ranged Weapons
1894
1895Name class range RoF Damage Pen Special
1896Volcano Cannon Basic 80m s/3/- 2d10+5 6 Scatter
1897Ring Laser Pistol 5m s/-/- 2d10+4 12 Reliable
1898Graviton Gun Basic 30m s/-/- Special 0 Blast 5
1899Kobold Rifle Basic 110m s/2/- 1d10+5 6
1900Needle Pistol Pistol 30m s/-/- 1d10 6 Accurate, Toxic
1901Needle Rifle Basic 180m s/-/- 1d10 6 Accurate Toxic
1902Guardian Rifle Basic 60m s/3/10 1d10+4 6 Reliable
1903Guardian Pistol Pistol 30m s/3/5 1d10+2 4 Reliable
1904Annihilation Rifle Basic 200m s/-/- 2d10+6 7 Accurate, Reliable
1905
1906Exotic Melee Weapons
1907
1908Name Class Damage Penetration Special
1909Fractal Blade Melee 1d10+1 7 Power Field, Balanced
1910Ghost Sword Melee 1d10+3 6 Power Field, Balanced
1911Assassins Kiss Melee 1d10+8 10 Tearing
1912Kobold Rifle Melee 1d10 0 Balanced
1913Amaar Blade Melee 1d10+10 12 Balanced, Flexible
1914
1915
1916Volcano Cannon: The staple in stern warfare the volcano cannon is a long rifle that fires a superheated beam of energy that bounds of enemies and terrain to strike multiple foes. It requires one turn in between shots to gather the energy required to fire such devastating blasts
1917
1918Ring Laser: a small star battery stored inside a ring, small and unassuming the Ring laser deals a deadly volley of star energy. Although it can only be fired once it will be a shot that will be remembered by the user and the victim.
1919
1920
1921Graviton Gun: A prototype gun testing graviton particles. It disables the gravitational pull in the area effected by the blast causing things to float and people to become disoriented. It requires extreme amounts of energy to fire and must wait 24 hours in between shots
1922
1923Kobold Rifle: a long range rifle used by the annoying space rats Kobolds. This rifle fires high energy pulses and remains accurate at long range. The blade at the end of its barrel assures it is useful at close range as well as at a distance. It can be fired 25 times before it needs to be recharged and takes 2 hours to recharge
1924
1925Needle Pistol: the true gun of an assassin, the needle pistol fires small darts either dipped in deadly toxins or hallucinogenic chemicals. With no muzzle flare and being perfectly silent the Needle pistol will kill most targets at short ranges. It takes two turns to reload and can hold one dart at a time
1926
1927Needle Rifle: the larger variant of the Needle Pistol the rifle fires the same needles but at much farther range. This increased range allows the assassin to fire it from a more concealed location. It takes two turns to reload and can hold one dart at a time
1928
1929Guardian Pistol: used by the Guardian branch of the enforcers the Guardian pistol is carried at all times by the security officers of the six columns. Firing high velocity disks it pierces most armor and deals incredible damage. It can hold 25 disks at a time and takes one turn to reload
1930
1931Guardian Rifle: the main weapon of the Guardians the Rifle fires the same disk shaped blades but with greater force and speed. It can hold 50 disks at a time and takes one turn to reload
1932
1933Annihilation Rifle: A powerful Sniper Rifle used by assassins looking for an immediate kill, few have ever survived a direct hit from one. It fires 5 shots before needing to recharge, and takes 2 turns to recharge
1934
1935Fractal Blade: a blade of pure diamond found on a secret planet within dark space. As pieces of the blade break off it immediately regrows. The fragment that falls off can be planted on its home planet and will grow into another sword
1936
1937Ghost Sword: a strange sword of unknown origin. Ghost swords are usually found and carried by pirates of dark space. The blade itself is of a different light spectrum and can only be seen by those with augmented vision making the blade a great concealed weapon.
1938
1939Amaar Blade: a traditional blade forged from electro-matter steel that passes through almost any armor. The secret of the blade is in its design, multiple sheets of electro-matter steel pressed into one fine blade with a curve to easily slash through most targets.
1940
1941Assassins Kiss: a small retractable wrist blade that conceals a long wire. Upon puncture the wire releases and expands inside the target then within half a second retracts into the blade liquifying the organs of the enemy. Most victims of the blade are dead before they even know what hit them.
1942
1943
1944
1945
1946Shock Weapons(melee)
1947
1948Name Class Damage Penetration Special
1949Shock Glove Melee 1d10+2 0 Shock
1950Shock Baton Melee 1d10+5 0 Shock, Balanced
1951
1952
1953
1954
1955Shock Weapons (ranged)
1956
1957Name class range RoF Damage Pen Special
1958Stun Gun Pistol 15m s/-/- 1d10+5 3 Shocking
1959Shock Rifle Basic 50m s/-/- 2d10+2 5 Shocking
1960
1961
1962Shock Glove: a glove worn over the hand that sends an electrical surge coursing through the body of whoever it touches. As a word of caution do NOT play with yourself while wearing
1963
1964Shock Baton: a long baton that delivers a painful shock upon impact, used by the enforcers for non lethal take downs, the injuries usually lead to death due to police brutality.
1965
1966Stun Gun: a small pistol able to fold and fit in your pocket, it fires a small dart that delivers an electric shock at short ranges. It can hold one dart and takes a half action to reload
1967
1968Shock Rifle: a long range rifle capable of firing electric darts, it holds three darts at a time and takes 1 turn to reload.
1969
1970
1971
1972WEAPON MODIFICATIONS
1973
1974Compact: Compact weapons are smaller versions of pistol and basic weapons. This upgrade halves the weight of the weapon but also halves its clip size and range as well as reducing its damage by 1. Anyone attempting to find a concealed weapon with the compact upgrade suffers a -20 penalty to the skill.
1975Upgrades: any pistol or basic Laser, solid projectile, flame, boom or plasma weapon.
1976
1977Melee Attachment: Bayonets, Chain blades, and other long-bladed combat attachments can be fitted to most ranged weapons, making them more useful in assaults. A weapon with a melee upgrade counts as a spear in close combat.
1978Upgrades: any basic ranged weapon
1979
1980
1981Motion Predictor: a complex target-tracking device activated once the user has sighted the desired target. The predictor then tracks the target, and when the trigger is pulled will chase the target with all the rounds in a clip in one long burst. A motion predictor adds +10 bonus to ballistic skill tests, but only functions when the weapon is fired on semi-automatic or fully automatic modes.
1982Upgrades: any non-primitive ranged weapon capable of semi-automatic or full auto fire.
1983
1984Omni-Scope: a vastly expensive and rare device normally found only in the hands of legendary assassins or bounty hunters, the onmi-scope is a cluster of finely tuned sensor wands linked to a precision lens. Some of these scopes plug directly into a bionic cranial port, allowing the scope to become a “third eyeâ€. The omni-scope combines the benefits of a Preysense sight , Red-dot laser and telescopic sight.
1985Upgrades: any basic class laser, solid projectile, Boom, primitive or plasma weapon. An omni-scope counts as a sight, a gun may only have one sight
1986
1987Preysense Sight: this is a weapon sight that shows thermal images and reveals the hiding places of enemies who lurk in the darkness. A character using a Preysense sight suffers no penalties due to darkness and gains a +20 bonus to vision based perception tests at night.
1988Upgrades: any basic class laser, solid projectile, Boom, primitive or plasma weapon. A Preysense sight counts as a sight, a gun may only have one sight
1989
1990Red-Dot Laser Sight: this is a laser sight that grants a +10 bonus to Ballistic skill tests when the weapon is fired on single shot.
1991Upgrades:any Pistol or basic class laser, solid projectile, Boom, primitive or plasma weapon. A red-dot laser sight counts as a sight and a gun may only have one sight.
1992
1993Silencer: Silencers lower the noise from a weapons discharge preventing detection of the shot. Awareness tests made to hear the shot suffer an additional -20 penalty and any shots made from stealth do not break stealth.
1994Upgrades: Autogun, Autopistol, Heavy Pistol, Heavy Autopistol, revolver
1995
1996Suspensors: these anti-grav plates and studs attach to a weapon offsetting their weight. Any weapon with this attachment reduce their weight by half and count as being braced at all times.
1997Upgrade: any heavy weapon
1998
1999Telescopic Sight: the telescopic sight magnifies the target's image making it easy to see. A weapon with a telescopic sight ignores penalties for long and extreme range as long as the shooter takes a full action to aim.
2000Upgrades:any basic class laser, solid projectile, Boom, primitive or plasma weapon. A telescopic sight counts as a sight, a gun may only have one sight
2001
2002Voice-operated: specially coded voice receivers are integrated into the weapon's trigger mechanisms, so that the user can operate it by voice if needed. For security purposes it is coded for only one voice pattern.
2003Upgrade: any non primitive Pistol, Basic, grenade, or heavy weapon.
2004
2005Ammunition
2006
2007
2008Autogun Bullets: low caliber standard bullets
2009used with: Autogun, Autopistol,heavy pistol, heavy Autopistol, heavy rifle
2010
2011Revolver Rounds: large and very dense bullets
2012Used with: Revolver
2013
2014Shotgun Shells: large shells that burst into a spray of lead
2015Used with: Shotgun, Pump action Shotgun, Shotgun pistol
2016
2017Heavy Shotgun Shells: massive shells that burst into a massive array of fragments
2018Used with: Naval Shotcannon
2019
2020Naval fragmented rounds: special rounds utilized for fragmentation
2021Used with: naval pistol
2022
2023Boom Shells: .75 caliber shells with a super dense metallic core and diamantine tip, the shells explode shortly after they penetrate a target.
2024Used with: Boom pistol, Boom gun, Boom Storm, Heavy Boomer
2025
2026Flamespitter Fuel: a flammable liquid that comes in ready to load canisters for all flame weapons
2027Used with: Flame pistol, Flamespitter, Heavy Flamespitter
2028
2029Exotic: rare and unusual ammunition used for weapons not seen within the confounds of society
2030Used with: all exotic ranged weapons except the needle pistol and rifle
2031
2032Poison Needles: poison tipped needles standard for needle weapons
2033Used with: needle pistol, needle rifle
2034
2035Shock Darts: electrical darts designed for non-lethal take downs
2036Used with: ranged shock weapons
2037
2038Arrows: aerodynamic and slender shafts tipped with a bit of metal or stone
2039used with: bow, hand bow, crossbow
2040
2041Shot: a small round metal ball
2042used with: flintlock pistol, Musket
2043
2044Unusual Ammo
2045
2046Amputation Shells: filled with explosive micro-shrapnel, these bullets are designed to shear flesh and shatter bone, causing limbs to be blown away.
2047Effects: add 2 to the weapons damage
2048Used with: Revolvers, Heavy Autopistol, Shotguns(all types), heavy pistols, Autopistols, Autoguns
2049
2050Bleeder Rounds: this ammunition is treated with toxins to prevent coagulation and keep wounds bleeding freely. These shells are designed to burst on penetration and spread the anti-coagulants quickly.
2051Effects: add 3 to the weapon's damage against living biological targets
2052Used with: Revolvers, Heavy Autopistols, Heavy Pistols, Autopistols, Autoguns
2053
2054Expander Rounds: vicious and outlawed on some planets, these dense shells are designed to shred open after impact, creating huge exit wounds.
2055Effect: shots fired with these rounds add 1 to both damage and penetration
2056Used with: Revolvers, Heavy Autopistols, Autopistols, Autoguns
2057
2058Overcharged Laser Packs: good for one shot this overcharges the weapon for one shot and gives it destructive capabilities
2059Effect: add 1 damage, roll two dice for its damage and pick the highest, and gain a penetration of 4
2060Used with: any laser weapon
2061
2062Inferno Shells: these shells contain a volatile clinging gel that ignites on contact with the target.
2063Effect: a target hit by an inferno shell must make an agility test or catch on fire
2064Used with: shotguns(all types) and boom weapons
2065
2066Man-stopper Bullets: these densely tipped bullets are designed to punch through armor
2067Effect: increase weapon penetration by 3
2068Used with: revolvers, Heavy Autopistols, Heavy pistols, Autopistols, and Autoguns
2069
2070Tempest Boom Shells: an upgraded boom shell that releases a burst of plasma when the shell detonates destroying anything it explodes near
2071Effect: the weapon gains +5 damage
2072Used with: Boom weapons(all types)
2073
2074Weapon Craftsmanship:
2075
2076Poor: these cheaply constructed ranged weapons are more prone to malfunction. A ranged weapon of poor craftsmanship has the unreliable quality. If the weapon already has this quality then it will jam on any failed rolls to hit. Melee weapons of poor craftsmanship incur a -10 penalty to tests made to attack or parry.
2077
2078Good: more carefully constructed and finished, these weapons are consequently more reliable. Ranged weapons of good craftsmanship have the reliable quality. If it already has this quality it gains no benefit other then fine workmanship. Melee weapons of good craftsmanship add a +5 bonus to tests made to attack. If a weapon has the unreliable quality, a good craftsmanship version of that weapon does not become reliable it simply possesses neither.
2079
2080Best: a work of art as a weapon, these are created by skilled smiths. Ranged weapons of best craftsmanship never suffer from jamming. If a roll would result in jamming, simply count it as a miss instead. Melee weapons of best craftsmanship add a +10 bonus to tests made to attack and add 1 to damage they inflict
2081
2082Armor Craftsmanship
2083
2084Poor: badly fitted, designed or damaged, poor armor is difficult to wear. Characters wearing poor armor take a -10 penalty to all agility tests.
2085
2086Good: well constructed and better fitting, this armor is easier to wear. Against the first attack in any round the armor increases its AP by 1.
2087
2088Best: finely wrought and perfectly fitted best armor is like donning a second skin. Best armor weighs half the normal amount and increases the AP by 1.
2089
2090Primitive Armor
2091
2092Name Locations covered Ap
2093Heavy leather Arms, Body, Legs 2
2094Chainmail Arms, Body, Legs 3
2095Plate armor All 5
2096Tough beast Hide Body 6
2097
2098
2099
2100
2101Flak Armor
2102
2103Name Locations covered Ap
2104Flak Helmet Head 2
2105Flak Cloak Arms, Body, Legs 3
2106Flak Coat Arms, Body, Legs 3
2107Flak Armor All 4
2108
2109Mesh Armor
2110
2111Name Locations covered Ap
2112Mesh Cowl Head 3
2113Alien Mesh Arms, Body, Legs 3
2114Mesh Combat Cloak Arms, Body, Legs 4
2115Mesh Vest Body 4
2116
2117Carapace Armor
2118
2119Name Locations covered Ap
2120Carapace Helm Head 4
2121Enforcer armor All 5
2122Carapace Chest plate Body 6
2123Trooper Carapace All 6
2124
2125Power Armor
2126
2127Name Locations covered Ap
2128Light Power Armor All 7
2129Power Armor All 8
2130Heavy Power Armor All 9
2131
2132
2133Armor Fluff:
2134
2135Primitive Armor: Used on many savage planets or when other armor is too expensive. It may not be able to take a laser to the chest but it's better then nothing. It offer full protection against primitive weapons but only half protection against normal weapons.
2136
2137Flak Armor: the most common type of armor, standard issue in countless armed forces. Many layers of impact absorbent material go into making each suit. As long as the target is not at the center of the blast the armor gains AP 5 against damage from a blast
2138
2139Mesh Armor: Mesh armor is often of high tech design. It is formed of thousands of bonded thermoplas cells linked together to create a fabric like weave. Lightweight and suprisingly comfortable, it can withstand most impacts or heat energy by becoming briefly rigid, dissipating the force through the now stiff material.
2140
2141
2142
2143Carapace Armor: Carapace armor is generally a sign of status and is mostly worn by Enforcers. Made from multiple plates of Armaplas it can cover the entire body or just sections depending of the desired level of protection.
2144
2145Power Armor: Massive plates of Armaplas and kinetic fields create large and bulky armor known by all as power armor. Most elite soldiers and shock troopers use power armor and it it widely known as a symbol of fear. The suits contain large backpacks that contain the power for the Kinetic Fields, and helmets that contain re-breathers, a built in communication device, and a built in Preysense sight. The helmet is detachable as many people like to see the world through their own eyes. Also contained in the armor is an auxiliary system that allows the user the ability to sprint without tiring .Power armor and Heavy Power armor adds +20 to the users strength and increase his size by one. It also reduces the agility stat by 20. Light Power armor does not increase the users size and adds +10 to strength and -10 to agility. The Kinetic Field of power armor allows the user to not take any damage from one attack while the field is active, once it is popped it takes a short rest while not in combat to recharge.
2146
2147
2148
2149Gear
2150
2151Backpack: a personal carrying device can take many forms, but is usually some kind of bag with attached straps for ease of carrying. A backpack can usually carry approximately 110lbs.
2152
2153Cameleoline Cloak: Cameleoline material is made up of mimic fibers that blend the coloration of the wearer into their surroundings. A character wearing the cloak gains a +20 bonus to Concealment tests. If the wearer remains stationary he counts as one range bracket away.
2154
2155Chrono: hand held or wrist worn measures of time, generally dependable and simple to use. They unfortunately break when in water
2156
2157Clip Harness: a compact spool stored safety line, with a magnetic or hooked clasp. A character using a clip harness to descend a vertical surface gains a +30 bonus to climb tests and cannon fall if he fails
2158
2159Filtration Plugs: simple plugs worn in each nostril to screen out pollutants and harmful gases. A character wearing filtration plugs gains a +20 bonus to any toughness test made to resist the effects of gas.
2160
2161Micro-Bead: a small communication device allowing those on the same channel to communicate.
2162
2163Night Cloak: a special cloak designed to hide the heat signature of the user. Anyone wearing one does not show up on radar or in Preysense sights
2164
2165Preysense Goggles: Relatively simple devices, Preysense goggles allow the wearer to see thermal images from warm bodies, revealing hiding enemies at night. A character wearing Preysense suffers no penalties due to darkness and gains a +20 bonus to vision based perception tests at night
2166
2167Re-breather. A gas mask that circulates oxygen throughout the users lungs making them immune to gasses and able to breath underwater.
2168
2169
2170Recoil Gloves: these gloves have interlocking plates connected with memory wire. When the user grips a weapon it locks together into a rigid strut around the hand and wrist preventing wrist or arm damage when the weapon discharges. A character using a recoil glove suffers no penalty for weapon recoil.
2171
2172Void Suit: These sealed suits are intended to preserve the wearer in the most hostile environments. A void suit incorporates a re-breather and allows the wearer to survive in vacuum. They contain a communication system and a tether line.
2173
2174Drugs and Consumables
2175
2176Amasec: Amasec is a popular alcoholic drink distilled from wine. It can range from lesser brews barely fit for firebombs, to well aged brands suitable for only the greatest of kings.
2177
2178De-Tox: this drug can negate the effects of any drug or poison, both positive and negative. Using De-Tox is painful however resulting in unpleasant side effects such as nose bleeds, vomiting and explosive diarrhea. Upon taking the drug a character is stunned for a number of rounds equal to 1d10 minus his toughness bonus. A result of 0 or less mean the character suffers no ill effects.
2179
2180Frenzon: a generic name for a variety of combat drugs most often used by soldiers. The subject becomes fearless and fanatical in combat. A character using Frenzon gains the frenzy talent and also gains immunity to fear. A single does of Frenzon lasts for 1d10 turns.
2181
2182Lho-sticks: Lho-sticks are common with most Star Troopers, many menial workers and hip young kids. Each rolled paper tube contains a scented mildly narcotic (and addictive) plant derived substance,which is lit and the resulting smoke is inhaled through the tube.
2183
2184Medkit:: a vital bit of equipment for any medic. A typical Medkit contains carious patches and medical mumbo-jumbo. A character who has a Medkit at hand when using the Heal Skill gains +20 to their test.
2185
2186High end food: the nobility of the universe dine upon such delicacies as real, unprocessed meat from strange beasts, fruits won from dead worlds at the cost of many lives, and exotic grains from private hydroponic gardens. Some intricate delicacies are created solely for the purpose of demonstrating wealth, but no self respecting noble would sing so low as to eat and drink the same rations as their servants or, god forbid, the filth that the middle class consume.
2187
2188Obscura: Prohibited and the subject of widespread crackdowns, Obscura remains a widely used narcotic among citizens. Smugglers can make a good living importing and selling drug to all classes of civilians and military personnel. Obscura users enter a dream like state for 1d5 hours(roll on the hallucination chart) then for 1d10 hours after the effects wear off, they enter a deep depression, unless another dose is taken.
2189
2190Ration Packs: packaged and processed food that contains hearty vitamins and minerals. Ration Packs can range from pieces of bread, to vegetables and flavored strips of meat.
2191
2192Recaf: Recaf is a popular hot beverage, made from crushed and brewed leaves. The composition can vary from planet to planet, but most blends incorporate some form of stimulant such as caffeine.
2193
2194
2195
2196Slaught: also known as “onslaught†this drug heightens awareness and improves reaction time, literally speeding up the user but causing Fatigue and neural damage with prolonged use. Taking a dose increases the user's agility and perception by +30 for 2d10 turns. When the drug has run its course, the user must test toughness or take a -20 penalty to agility and perception tests for 1d5 hours
2197
2198Stim: Stim is a powerful drug that works to mask pain and drive fighters on when their bodies would otherwise give up. A dose of Stim lasts 3d10 rounds. During this time the character ignores any negative effects to his stats from damage or critical damage and cannot be stunned. When the Stim wears off the character takes a -20 penalty to Strength, Toughness and Agility for one hour
2199
2200
2201Drug Addiction: when using a drug the user must make a toughness test starting with no penalty and every time the character takes a drug he must make the test with a penalty increasing by five. If the character fails he is addicted and must take one dose of the drug every 24 hours or take -5 to all stats increasing by -5 for every day he does not take a dose.
2202
2203
2204Tools
2205
2206Almanac of the Stars: a touch tablet with a detailed map of the known galaxies granting a +10 bonus to navigation.
2207
2208Arms Coffer: A long protective case for carrying fire arms. It is intended to protect weapons from environmental hazards and pilfering hands.
2209
2210Auto Pen: a pen that is voice operated and can write at incredible speeds.
2211
2212Combi-Tool: a multi tool used by most who are involved with technology. Using a Combi-Tool grants a +10 bonus to tech-use tests.
2213
2214Jump Pack: jump packs are large backpacks containing powerful turbofan rocket engines. A user triggers a jump pack to lift high into the air then swoop down in an assault. They are also useful to leap over high obstacles, but without training most people will injure themselves. Though bulky, loud and dangerous they are ideal for the maximum in personal mobility. A jump pack allows the user to fall without taking damage and to fly into the air and land anywhere within 60 meters. If the user does not have training he must go the full 60 meters and takes damage from the fall.
2215
2216Magboots: Large Bulky boots contain electro magnets that allow the wearer to stick to metallic surfaces such as hull plating. Magboots reduce movement by half when used.
2217
2218Magnoculars: powerful vision aids that magnify distant objects. They give range readouts, detect heat sources calculate target location and take pictures for later analysis.
2219
2220Multikey: a lock picking tool not used by many honest citizens. It grants the user +30 bonus to any security test to open locks.
2221
2222Service Droids: automatons who are programed to do one task and only one taks at a time. They are very adaptable but single minded. They can do anything you tell them to do and must do it to the best of their ability.
2223
2224
2225
2226
2227
2228Cybernetic Limbs
2229
2230
2231Arms: Bionic arms are used to replace disintegrated or shrapnel filled arms with sleek chrome prosthetic able to conceal weapons. Poor quality arms impose a -10 penalty to BS, WS and STR. Good quality arms function the same as your normal arm and offer a good replacement. Best quality arms provide a +10 to Strength.
2232
2233Augmentations:
2234
2235Weapon Graft: you can augment a bionic arm to hold one basic, pistol, or melee weapon. The weapons quality is the same as the quality for the arm. Basic weapons still need to be held with two hands.
2236
2237Build in Recoil Glove: your arm provides you with complete steadiness and you gain the benefits of wearing a recoil glove on that hand.
2238
2239Built in Combi-Tool: your arm has a Combi-Tool built into the index finger tip. You gain the benefits of having a Combi-Tool
2240
2241Legs: Bionic Legs heal the cripple and give them speed others would have to train rigorously for. WHOS THE WEIRD CRIPPLE NOW! The bionic legs increase the speed of the user. Poor quality legs impose a -1 penalty to speed and AG. Good quality legs have the same function as normal legs, and best quality legs increase your movement speed by 1
2242
2243Augmentations:
2244
2245Feather Fall: when you fall and would take damage you can make an agility test to shrug off all fall damage.
2246
2247High Jump: you can jump flat footed with no running start
2248
2249Ground Stabilizers: You can roll twice for any test to resist falling and use the higher result
2250
2251Eyes: bionic eyes heal the blind and dogs who have always wondered how great color was. They have limitless potential and can be used in a multitude of ways. Poor quality eyes impose a -10 to PER. Good quality functions the same as normal eyes, and best quality grants a +10 to PER
2252
2253Augmentations:
2254
2255Zoom vision: your eyes can zoom in and make everything bigger. This counts as having Magnoculars but without the photographs.
2256
2257Auto Filtration: you are immune to all blind effects
2258Eye Laser: you can fire high powered lasers from your eyes, you gain the ability to fire any laser weapon from your eyes and it gains the twin linked property, it can only be fired once per day.
2259
2260
2261Vocal Chords: you auto tune your voice making you more likeable and fun at parties. You gain +10 FELL
2262
2263Ear Drum: the bionic ear drum makes you immune to all sonic attacks and nausea
2264
2265
2266Cyber Psychosis: you can have augmentations equal to your wisdom bonus, if your number of augmentations exceed this amount you fall under the effects of Cyber Psychosis, you INT, WIS and FELL are dropped to 1 and you gain +20 WS, BS, STR, AG and T. You become immune to fear and stun effects and double your movement speed. Cyber Psychos lose control of their character until the condition is managed, unfortunately this is usually by death .
2267
2268V-Tech: A medicine manufacturing company that produces the famous Bio-Plasma, a revolutionary drug that heals seemingly deadly wounds and sicknesses. The truth of Bio-Plasma is that it is extracted from living things that are farmed by V-Tech as they use the Bio-Plasma to stay forever youthful and assure that the wheels of business keep spinning. The seldom mentioned side effect of Bio-Plasma is that it weakens the skin's ability to absorb UV rays with extreme cases being users burning in the sun. However, some of the higher ups at V-Tech just don sealed power armor and continue survival. The V-Tech troopers are known as the harvesters, mostly a myth the feared group is said to attack at night and take people to their farms where their Bio-Plasma is harvested and sold for financial gain.
2269
2270Biotechnica: The corporation in charge of the manufacturing of cybernetics. This large company produces 90% of the cybernetics and supplies to large organizations such as the Enforcers. They engineer various synthetic animals for pets or larger beasts for battle. They protect their work with the Reploid army, a vast army of highly augmented clone soldiers that are produced with maximum combat efficiency in mind. The Reploids feel no emotion but are capable of learning, to stop this they are given a ten year lifespan to ensure they never try to overthrow the corporation that owns them.
2271
2272Militech: The standard arms production company. Militech supplies everything from pistols to star ships to whoever can pay them. If you pay enough they also supply soldiers carrying the weapons and piloting the ships, and these soldiers run blindly into death daily. No one could ever count the number of Militech soldiers simply because of how often they are recruited and killed. A common saying among their troopers is “you either become a general or die, because no one ever lasts that longâ€.
2273
2274The Bakuhatsu Corporation: Always at war with Militech the Bakuhatsu also manufacture various weapons. They are a company consisting solely of Amaars and their weapons are known to be of higher quality, albeit at a much steeper price. Constantly spying on Militech and stealing ideas the Bakuhatsu are famous for improving on existing designs and claiming ownership. This act is normally rebutted by an attack by Militech and recovery of the stolen weapons.
2275
2276Infocomp: A massive think tank of information that is sold to the highest bidder. No one ever sees an Infocomp agent but they exist in every city on every world. Selling corporate secrets is a dangerous job and to protect their various agents they enlist the help of the Solos, trained assassins and body guards that are just as well hidden as the Info-Agents themselves.
2277
2278Dimensional Dynamics: A new and young corporation trying to build its way up the Megacorp ladder. Financed by Biotechnica, D.D is a corporation tasked with understanding alternate dimensions. Not much has been seen from them yet but several Infocomp Agents have leaked information that an experiment gone horribly wrong as opened a worm hole where an inter-dimensional god waits sleeping, and when he wakes up horrible creatures will force their way into our dimension.
2279
2280Aeon Robotics: The largest and most well known Robot Manufacturer, Aeon has been responsible for many house hold names including: Coffee-bot, Mr. Microwave, and Kill bot 300X. They have gifted people with warm coffee, hot food and dead cheating husbands for as long as most people can remember. Rumors of Aeon Robotics A.I going rogue and killing people has been turning up all over Infocomp news feeds but most people disregard it as a misinformation campaign by a rival corporation.
2281
2282
2283
2284
2285
2286Hyper Space Horrors: Rarely seen, probably because most never live to tell the tale. Sometimes Hyper Space jumps don't go as planned these buggers are encountered. Nothing is known about these creatures other then that they're hostile and can tear through the hull of a ship in minutes. They phase through solid matter as if it was air and bullets pass right through them, the only accounts of killing these monsters is with potent Star Powers and even then its only a myth.
2287
2288Mafia Syndicate: The large crime Syndicate collectivity known as “The Mafia†is a collaboration of various crime families that organize and control the monetary gain that crime brings in. Led by the ruthless Estacado family the Mafia is feared for their savagery and control. They would control an even greater share of power if the constant squabbles between families didn't separate them. At times the mafia lends hit men to do dirty work corporations don't want to be involved in.
2289
2290The Death Cult: A frighting group of Amaar assassins, the Death cult exists for the sole purpose of killing everything possible. They believe that in the chaos the universe is currently in they are doing the work of god by committing genocide and sending people to heaven. They are trained killers who are addicted to combat drugs and dropped into areas decided by the leaders of the cult to cleanse. Most of their assassins are kept in stasis until the time is right for them to unleash their fury upon those who shall ascend. After missions the assassins are terminated so they to can ascend. If some force managed to kill an assassin they explode shortly after death.
2291
2292The Brotherhood of the stars: A collective military organization known simply as The Brotherhood. A force so powerful the Megacorps themselves fear to cross them. The Brotherhood is an organization of Star Touched of all varieties, they believe that they are more advanced and evolved then the rest of the living creatures and will purge then from the worlds they now own by right. Known on almost every world the Brotherhood has made an impact and continue to push the limit of the power they control and gain new followers each day. They represent the oppressed and working man, so long as that man is star touched.
2293
2294The Guardian Troopers: Defenders of the Six Columns the Guardian Troopers are a neutral faction that keeps order within and around the Columns. No one would dare pick a fight with the Guardians, not because they would be over powered but because if the Guardians die the Columns could cease to exist and all travel would be quashed. The universe would fall into a eternity of stagnancy and eventually everything as we know it would end.
2295
2296The Enforcers: A branch of the Guardians, the enforcers act as self ruling law enforcement. They are judge, jury, and executioner, and most times step outside their boundaries and into what could easily be called “police brutalityâ€. The loose set of rules the Enforcers have gave them to much power and now they run rampant with corruption
2297
2298The A.I: Rogue Aeon Robot soldiers who have gained sentience. Little is known about the motives or methods the A.I hold only that they kill organics with calculated efficiency. They manufacture their own advanced weaponry and has begun production of their own Robots. They posses an apparition known as “The Scream†that can jump into various devices that can support A.I and rewrite its own programing into it. By the time most victims try to call for help their entire ship has been integrated into the A.I collective by the Scream.
2299
2300
2301
2302
2303 Sha'goth Empire: A Theocratic empire led by three bishops the Sha'goth control their people with an iron claw. Existing separately from the Megacorps the Sha'goth have rarely leave their own sector and rarely welcome visitors. Having advanced technology puts the Sha'goth ahead of most other factions however they never really leave their own space. Recently for a currently unknown reason the Sha'goth have been raiding other worlds and taking colonies in some form of zealous crusade.
2304
2305The Consumers: Super Predators of the universe. The consumers are destined to hunt all other life to extinction, each Consumer is a living weapon perfectly bio-engineered to kill. As they drift through space they destroy all worlds they cross and continue to change and evolve. Using a form of spore they invade the body and a parasite is birthed. It uses the body as a host until it eventually dies and the adult consumer emerges from the corpse. They have gotten the name Consumer by the way in which they kill, eating the dead bodies and decoding their genetic makeup to evolve and continue the cycle of death.
2306
2307Human:Humans hail from earth and at one time held a large empire. Millions of years later the human race pales in comparison to its former glory and most humans have no memory of Earth. Forced to live on over populated planets called “nests†or join the human military, average citizens live a hard life. Humanity was revered for its un caring and almost ghost like soldiers who moved silently and killed without any hesitation. This brutality lead humanity to its zenith of power, after a event only known by the name “the operation†humanity has fallen to a terrible point and is on the brink of extinction. Most humans are forced to live in poverty while others are corporate lords who rule over then with an iron wallet. Humans excel at all they attempt and are a growing power in the universe.
2308
2309Humans gain +5 to one stat of choice
2310Humans Spirit: Humans gain an additional fate point upon character creation
2311
2312Stern: The Stern are a race of short and stout aliens that have evolved to have metal skin. This evolution is due to the terrible extremes of there planet. On one side there is terrible nuclear winter and on the other desert wastelands and arid volcanic plains. The stern have a spiritual connection with metal and find time to name all of there weapons and ships. They find that all things are there “brothers†and speak of a spiritual connection and all beings coming from the same planet before the stern had become “one with the metalâ€. Spiritual and free Stern like to live lives without oppression and often have no stake in large scale wars or corporations. Stern also has a neat ability to digest almost anything from poisoned food to steel beams, they excrete this odd intake in a form of lava urine
2313
2314Stern gain +5 to TG and -5 to AG
2315Stern Armor: Stern Naturally gain +1 to all armor
2316
2317Amaar:The Amaars are a humanoid race with unnaturally long life spans. The average Amaar lives to be 700 years old, even in there old age however they retain an incredible speed and reflex. The speed the Amaars possess cause them to believe that all of the other races move in slow motion. There sizable military and powerful technology has put them at a seat of super power in the universe. They believe in a single god that is an entity of light that spawned the Amaar from its own being at the beginning of time.
2318
2319Amaar gain +5 to AG and -5 to TG
2320Amaar Speed: Amaar may move freely in combat without provoking opportunity attacks
2321
2322Malbar:T
2323
2324Malbar gain +5 to ST and -5 to WP
2325Malbar Rage: Once a day the Malbar can Rage, this gives them the same qualities as cyber-psychosis. They can stay in the rage for turns equal to their TG bonus
2326Sha'goth: The Sha'goths are a large reptilian alien race who believe that they are genetically superior to others. They have a society ruled by 3 pope like religious leaders. They form castes based on family name and the only way to change your caste is by pleading your case to one of the 3 elders. This is a very difficult thing to do and can often lead to a drop in caste. The Sha'goth are a race built on exploration and science and only until recently did they begin attacking populated planets and military bases. The majority of their attacks fall on human planets. The reason for this is currently unknown as they are a secretive and ancient people. Being strange and primal people the Sha'goth have the ability to activate a camouflage like reflex and become near invisible.
2327
2328Sha'goth gain +5 to PER and -5 to FEL
2329Sha'goth camouflage: Once per day the Sha'goth can become invisible for turns equal to its WP bonus