Spacemaster Legacy

Terrian Human

Terrian Humans

These people are humans who were born and continue to live predominantly on Earth, the cradle for all humankind. In Spacemasters Terrian Humans represent the statistical base line to which all other races are measured by.

Starting Languages 2

Race Bonuses

St +5, Qu +0, Pr +0, In +0, Em +0, Co +0, Ag +0, Sd +5, Me +0, Re +0, Ap +0,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +0, Poison +0, Disease +0,

Health

Hit Dice 1D8 per rank,
Max Hits 120 hits
Recovery Rate X 1.0

Humanoid 1

Humanoid 1

A once-human population which has been influenced by a heavy gravity field. This sub-species has therefore developed more bulky and powerful muscles, but their mental abilities, reflexes, and agility have suffered due to other environmental effects. The conquering Terrans have found this type of humanoid appropriate for heavy labour and warrior-related purposes.

Starting Languages 2

Race Bonuses

St +10, Qu +0, Pr -10, In +0, Em +0, Co +10, Ag -5, Sd -15, Me -5, Re -5, Ap +0,

Resistance Bonuses

Essence -20, Channeling -20, Ment/Telepath -10, Poison +0, Disease +0,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 0.7

Humanoid 2

Humanoid 2

A race which has become quicker and more agile than average, but perhaps not as strong as the stock specimens.

Starting Languages 3

Race Bonuses

St -10, Qu +10, Pr -5, In +0, Em +0, Co +0, Ag +10, Sd -20, Me +0, Re +0, Ap +0,

Resistance Bonuses

Essence -20, Channeling -20, Ment/Telepath -10, Poison +0, Disease +0,

Health

Hit Dice 1D10 per rank,
Max Hits 120 hits
Recovery Rate X 1.0

Humanoid 3

Humanoid 3

A highly intelligent hominoid race whose muscle and bone structures have atrophied somewhat. When Humanoid Ill's are integrated into normal human societies, they excel in the research sciences.

Starting Languages 5

Race Bonuses

St -10, Qu +0, Pr +0, In +10, Em +10, Co -5, Ag +0, Sd -5, Me +5, Re +10, Ap -10,

Resistance Bonuses

Essence -30, Channeling -30, Ment/Telepath +0, Poison -10, Disease -20,

Health

Hit Dice 1D8 per rank,
Max Hits 100 hits
Recovery Rate X 1.5

Trans 1

Tranhumans 1

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 1: Bred to be fighters, this type is extremely strong, though not particularly agile, and quite stupid.

Starting Languages 2

Race Bonuses

St +20, Qu -5, Pr +10, In +0, Em -10, Co +20, Ag -5, Sd -5, Me -5, Re -10, Ap +5,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -20, Poison +15, Disease +15,

Health

Hit Dice 1D10+1 per rank,
Max Hits 180 hits
Recovery Rate X 0.5

Trans 2

Tranhumans 2

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 2: Excellent agility and memory for technical systems; understands machines very well. They make perfect technicians and engineers.

Starting Languages 3

Race Bonuses

St +0, Qu +15, Pr -5, In +15, Em -5, Co -5, Ag +20, Sd -5, Me +10, Re +5, Ap +0,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -20, Poison +10, Disease +10,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 0.7

Trans 3

Tranhumans 3

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 3: : Highly intelligent Eugenics offspring, Transthrees are adapted for research and information maintenance. Many are trained in Memory Mode.

Starting Languages 6

Race Bonuses

St -5, Qu +0, Pr +0, In +5, Em +0, Co -5, Ag +0, Sd -5, Me +15, Re +15, Ap -5,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -10, Poison +0, Disease +0,

Health

Hit Dice 1D8 per rank,
Max Hits 130 hits
Recovery Rate X 1

Trans 4

Tranhumans 4

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 4: These beings possess superb Pure Telepath potential, at the expense of other abilities.

Starting Languages 4

Race Bonuses

St -5, Qu -5, Pr +5, In +5, Em +5, Co -5, Ag +0, Sd +30, Me +5, Re -10, Ap +10,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -20, Poison +0, Disease +0,

Health

Hit Dice 1D8 per rank,
Max Hits 120 hits
Recovery Rate X 1

Trans 5

Tranhumans 5

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 5: Billed as the "Ultimate Man" (or woman), this type combines superiority in all abilities. Unfortunately, they almost invariably suffer from a superior ego along with everything else. Fives were used as breeding stock for the Sevens, along with some mental-suppreson factors to get the ego-problem in line. They were also useful in the creation of the Twelves, thought to be the true "Ultimate Man", who seem better able to reign in their passions through Self-Discipline.

Starting Languages 4

Race Bonuses

St +15, Qu +15, Pr +15, In +10, Em +0, Co +20, Ag +15, Sd +5, Me +15, Re +10, Ap +10,

Resistance Bonuses

Essence -30, Channeling -30, Ment/Telepath +0, Poison +20, Disease +20,

Health

Hit Dice 1D10+1 per rank,
Max Hits 180 hits
Recovery Rate X 0.5

Trans 6

Tranhumans 6

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 6: Note the superior abilities across the board, but specific strengths along Telepathic lines, especially SelfDiscipline, the mainstay of Telepathic power.

Starting Languages 4

Race Bonuses

St +10, Qu +10, Pr +10, In +10, Em +5, Co +10, Ag +10, Sd +20, Me +10, Re +10, Ap +10,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +10, Poison +10, Disease +20,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 0.7

Trans 7

Tranhumans 7

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 7: These boys (and girls) represent the highest development in muscle and nervous structures. Incredibly strong and yet agile, they are giants among average humanoids. Transevens easily find employment as bodyguards and mercenaries and are also famous for mindless loyalty. 'Mindless' is the operative word, for though they can think - and so act - quickly given simple parameters, higher thought processes are generally beyond them.

Starting Languages 3

Race Bonuses

St +25, Qu +15, Pr +15, In -5, Em +5, Co +25, Ag +15, Sd +10, Me +0, Re -5, Ap +10,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +10, Poison +10, Disease +20,

Health

Hit Dice 1D10+2 per rank,
Max Hits 210 hits
Recovery Rate X 0.25

Trans 8

Tranhumans 8

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 8: This type possesses a fully functional set of gills in addition to normal humanoid lungs. Strong, permeable tissues allow this type to live comfortably underwater for indefinite periods at a depth of up to 1000 meters (Terran standard sea pressures) and swim to depths of up to 6,000 meters.

Starting Languages 4

Race Bonuses

St +10, Qu +5, Pr +5, In +10, Em +15, Co +0, Ag +10, Sd +15, Me +5, Re +10, Ap +0,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +0, Poison -10, Disease +0,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 1

Trans 9

Tranhumans 9

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 9: The TransNines are an improvement on the Transhuman 4's, equipped with more Telepathic flexibility, and no statistic drawbacks. Variant types have superceded the Transthrees.

Starting Languages 4

Race Bonuses

St +10, Qu +5, Pr +5, In +10, Em +15, Co +0, Ag +10, Sd +15, Me +5, Re +10, Ap +0,

Resistance Bonuses

Essence -30, Channeling -30, Ment/Telepath +20, Poison -10, Disease +0,

Health

Hit Dice 1D8 per rank,
Max Hits 120 hits
Recovery Rate X 1

Trans 10

Tranhumans 10

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 10: Bred to be Technicians, these possess an intuition and agility especially useful when dealing with machines

Starting Languages 3

Race Bonuses

St +5, Qu +10, Pr +5, In +30, Em +0, Co +5, Ag +20, Sd +5, Me +15, Re +20, Ap +5,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -10, Poison +0, Disease +0,

Health

Hit Dice 1D8 per rank,
Max Hits 120 hits
Recovery Rate X 1

Trans 11

Tranhumans 11

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 11: These are more versatile in their designated field than the 'generic' results (the Transhuman 3).

Starting Languages 6

Race Bonuses

St +5, Qu +10, Pr +0, In +20, Em +10, Co +5, Ag +5, Sd +10, Me +25, Re +15, Ap +0,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +10, Poison +0, Disease +0,

Health

Hit Dice 1D8 per rank,
Max Hits 140 hits
Recovery Rate X 1

Trans 12

Tranhumans 12

Another mutation type is known as Eugenics. This is a controlled program in which parents are paired over multigenerational spans to reinforce positive attributes and suppress inferior ones. It is an artificially accelerated evolution.
Type 12: The new "Ultimate Man"

Starting Languages 6

Race Bonuses

St +15, Qu +10, Pr +5, In +5, Em +10, Co +20, Ag +10, Sd +20, Me +15, Re +10, Ap +20,

Resistance Bonuses

Essence -30, Channeling -30, Ment/Telepath +30, Poison +20, Disease +20,

Health

Hit Dice 1D10+1 per rank,
Max Hits 180 hits
Recovery Rate X 0.5

Type 1

Replicant Type 1

Alterant Replicant is the name given to the products of a radical departure from standard breeding techniques, where the pre-fetal organism has its genetic material altered to create a new being. Almost invariably the the resulting Replicant is sterile, though more recent and specialized products are capable of reproduction. In these latter cases the offspring reflect the genetic alterations. As one can probably surmise from the Alterant Replicant production method, a producer needs a good base stock of genetic material in order to create the best modifications. As a result, there is a bustling Black Market for excellent (and unwary) genetic specimens.
Type 1: Excellent Armsman or Astronaut, though not given to creative thinking. Often equipped with additional physicallyrelated abilities.

Starting Languages 3

Race Bonuses

St +20, Qu +20, Pr +0, In +0, Em +0, Co +10, Ag +20, Sd -10, Me +0, Re +0, Ap +0,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -20, Poison +30, Disease +30,

Health

Hit Dice 1D10+2 per rank,
Max Hits 200 hits
Recovery Rate X 0.5

Type 2

Replicant Type 2

Alterant Replicant is the name given to the products of a radical departure from standard breeding techniques, where the pre-fetal organism has its genetic material altered to create a new being. Almost invariably the the resulting Replicant is sterile, though more recent and specialized products are capable of reproduction. In these latter cases the offspring reflect the genetic alterations. As one can probably surmise from the Alterant Replicant production method, a producer needs a good base stock of genetic material in order to create the best modifications. As a result, there is a bustling Black Market for excellent (and unwary) genetic specimens.
Type 2: Can be bought complete with data on many systems pre-programmed. Unsurpassed Tech, though not useful when dealing with unfamiliar equipment.

Starting Languages 5

Race Bonuses

St +0, Qu +0, Pr -10, In -5, Em +20, Co +0, Ag +20, Sd -20, Me +0, Re +20, Ap +0,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -10, Poison +10, Disease +10,

Health

Hit Dice 1D10 per rank,
Max Hits 130 hits
Recovery Rate X 0.5

Type 3

Replicant Type 3

Alterant Replicant is the name given to the products of a radical departure from standard breeding techniques, where the pre-fetal organism has its genetic material altered to create a new being. Almost invariably the the resulting Replicant is sterile, though more recent and specialized products are capable of reproduction. In these latter cases the offspring reflect the genetic alterations. As one can probably surmise from the Alterant Replicant production method, a producer needs a good base stock of genetic material in order to create the best modifications. As a result, there is a bustling Black Market for excellent (and unwary) genetic specimens.
Type 3: Often an aide or assistant, this type is usually trained in Memory Mode.

Starting Languages 8

Race Bonuses

St +0, Qu +0, Pr +10, In +5, Em +0, Co +0, Ag +0, Sd -10, Me +20, Re +10, Ap +5,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +10, Poison +10, Disease +10,

Health

Hit Dice 1D8 per rank,
Max Hits 100 hits
Recovery Rate X 1.5

Type 4

Replicant Type 4

Alterant Replicant is the name given to the products of a radical departure from standard breeding techniques, where the pre-fetal organism has its genetic material altered to create a new being. Almost invariably the the resulting Replicant is sterile, though more recent and specialized products are capable of reproduction. In these latter cases the offspring reflect the genetic alterations. As one can probably surmise from the Alterant Replicant production method, a producer needs a good base stock of genetic material in order to create the best modifications. As a result, there is a bustling Black Market for excellent (and unwary) genetic specimens.
Type 4: Sometimes called the 'basic pleasure model', this type is employed for personal recreation. They are invariably endowed with superior appearance and often specially skilled.

Starting Languages 3

Race Bonuses

St +5, Qu +5, Pr +20, In -10, Em +10, Co +5, Ag +5, Sd -20, Me -10, Re -10, Ap +30,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +0, Poison +10, Disease +20,

Health

Hit Dice 1D10 per rank,
Max Hits 120 hits
Recovery Rate X 1.0

Type 5

Replicant Type 5

Alterant Replicant is the name given to the products of a radical departure from standard breeding techniques, where the pre-fetal organism has its genetic material altered to create a new being. Almost invariably the the resulting Replicant is sterile, though more recent and specialized products are capable of reproduction. In these latter cases the offspring reflect the genetic alterations. As one can probably surmise from the Alterant Replicant production method, a producer needs a good base stock of genetic material in order to create the best modifications. As a result, there is a bustling Black Market for excellent (and unwary) genetic specimens.
Type 5: It is inevitable that any given technological breakthrough that may help mankind will eventually become twisted in the extreme. Such is the case with the Labor model of the Alterant Replicant. This being's creative and intellectual thought processes have been retarded so that he may be used as the ultimate source of inexpensive labor. This model's presence is morally repugnant to many societies.

Starting Languages 1

Race Bonuses

St +0, Qu +0, Pr -10, In -15, Em -20, Co +0, Ag +0, Sd -20, Me -20, Re -20, Ap +0,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath -20, Poison -20, Disease -10,

Health

Hit Dice 1D8 per rank,
Max Hits 100 hits
Recovery Rate X 1.5

Altha

Altha

While some of these races might superficially resemble Homo Sapiens, all are essentially different races from the various subgroups falling under the general distinction of 'human'.

'The average Neanderthal'



Starting Languages 3

Race Bonuses

St +15, Qu +15, Pr +20, In +5, Em +10, Co +20, Ag +15, Sd +20, Me +15, Re +15, Ap +25,

Resistance Bonuses

Essence +30, Channeling +30, Ment/Telepath +20, Poison +20, Disease +50,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 0.5

Racial Origins:

Possibly descended from the original Sianetic Harbinger Race known as the Luar. Confirmation of this possibility awaits Imperial analysis.

Favored Ecosystem:

Warm, humid to temperate environments. The Altha seem well-suited to hot, rainforest-like ecosystems.

Political Structure:

Tribal structure ruled by the eldest male with bi-colored eyes (one blue, the other violet). Females do not seem to inherit this trait, and only one in about 100 males does. The tribe usually numbers between 50 and 300 total in 5-30 "Homes".

Social Structure:

A male-dominated culture, in which the males outnumber females by nearly two to one. Curiously, females are respected as equals in all aspects of life (they hunt, farm, etc.) until they become noticeably pregnant. The father's identity is apparently irrelevant (and could, by all indications, usually be one of many candidates). The woman then retires to the home of her mother to a life of domestic chores until the child is born. Children are raised in the Matriarchal home until they reach adolescence, at which time they choose any one of several "Homes" in the tribe (not their own) to live in. They are free to change as often as they please. While in the home they contribute to the well-being of that homegroup. Although the homes are Matriarchal in basis, males of the group are most often in charge.
Though their minds seem well-organized and their brains highly evolved, Altha appear to be a simple, emotion-driven people. Friendly and affectionate (unless physically threatened) they lead an almost utopian existence.

Military Structure:

Altha tribes never come into conflict, and so have no 'military'.

Currency:

Barter is used in the rare case that any trade takes place.

Language:

Communication is almost exclusively Telepathic, accompanied by occasional vocalizations for emphasis. Altha males apparently have more than communication skills as well. It has been hypothesized that the bi-colored-eye Altha inherit the most formidable powers, thus the basis for their rule.

Appearance:

Unusually homogeneous, the Altha uniformly possess brown skin (similar to descendants of Old Terra's Indian subcontinent, or darkly tanned caucasians) and straight coal-black hair which grows very thickly on the scalp and is usually worn short and fanned straight out from the scalp. Neither sex has any other body or facial hair whatsoever. Eyes are slit-pupiled and deep blue, with the occasional male violet-eye aberration. The violet coloring is quite vibrant and cannot be missed. Altha eyes also possess a thin, transparent inner lid which screens certain ultraviolet radiation as well as dust and impurities. It is barely noticeable when closed. Men average 175 cm and appear slender, though dense bone and muscle structure cause them to mass more than would be expected. Women are slightly smaller. Hands and feet are six-digited, with fingers and toes slightly longer and more slender than humanoid average. Ears are small and more rounded. In general the Altha are very attractive humanoid specimens, all having soft, youthful features and graceful bodies. Illicit slave traders are combing the frontier for the Althan planet.

Housing:

The Altha "Homes" are usually no more than large huts of thatch and woven fronds. In some regions they are actually wood or stone structures, but this is unusual. Areas within the hut are divided by crude, bulky hangings.

Diet:

Mainly vegetarian supplemented with small game and fish. The Altha are primarily hunter-gatherers, only making a half-hearted attempt at agriculture.

Worship:

The Altha have no recognizable religion, though there are a few mystical aspects of their lives. Data is still scanty, but according to observation and reports, Altha do not age past a post-adolescent stage (about Terran Human age 18-22). However, at age 39 (the number three has significance for the Altha - and they also keep careful track of birthdays) the Altha is given a feast, and must eat a certain fruit which causes swift (and apparently painless) death. They seem not to fear death at all, though they have no concept of 'afterlife'.
One other interesting aspect of Altha mysticism is that they are awaiting the arrival of a 'king' to rule all the tribes. Both of his eyes will be violet.


K'ta'viir

K'ta'viir

Although these rare and reclusive humanoids are said to refer to themselves as the K'ta'viiri, the recent discoveries seem to confirm what Sociohistorians have suspected for some time: they are the remnant of the Imperial Race of Luar: the High Old Ones who ruled the galaxy hundreds of centuries ago. Most data listed here for these beings (beyond the obvious) is supposition and conjecture.

Starting Languages 5

Race Bonuses

St +20, Qu +20, Pr +25, In +10, Em +10, Co +25, Ag +20, Sd +10, Me +15, Re +20, Ap +25,

Resistance Bonuses

Essence +40, Channeling +40, Ment/Telepath +30, Poison +30, Disease +50,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 0.5

Racial Origins:

Perhaps these are of the Luar. Careful study would be necessary to determine the truth with any certainty.

Appearance:

Identical in every way to the Altha, with two exceptions: height for the males is around 195-200 cm (considerably taller than average) and all possess matching violet slit-pupil eyes. No female K'ta'viiri have ever been seen.


Idorians

Idorians

The Idorians, though vaguely humanoid in appearance, scorn all official contact with the Terran Empire, and rarely deal with other humans at all.
One organization which includes a number of ldorians is the League of Merchants. The more sinister League operations frequently have ldorian coordinators.

Starting Languages 3

Race Bonuses

St -10, Qu +10, Pr -5, In +0, Em +0, Co +0, Ag +10, Sd -20, Me +0, Re +0, Ap +0,

Resistance Bonuses

Essence -20, Channeling -20, Ment/Telepath -10, Poison +0, Disease +0,

Health

Hit Dice 1D10 per rank,
Max Hits 120 hits
Recovery Rate X 1.0

Racial Origins:

In keeping with their suspicious nature, the ldorians guard the location of their Homeworld jealously. Imperial Intelligence places it somewhere in Frontier Zone 10 or 11, but no more is known (publicly). Racially the ldorians are unmistakably Terran in origin, but mutations over hundreds of centuries have created strong variations.

Favored Ecosystem:

It is hypothesized that the ldor home star might be a red or white dwarf, providing little visible light, but substantial x-ray radiation. The ldor prefer very dim environments, and remain indoors whenever possible.

Political Structure:

The ldorian Empire is reputedly absolute and militaristic in the extreme. A dynastic emperor has ruled ldor for thousands of years and the situation shows no sign of changing. Local government is administrated by noble families, under the supervision of Imperial representatives.

Social Structure:

Social standing is heavily dependent upon genetic background. Royal and noble families are supported by a large class of 'commoners'.

Military Structure:

Large and well equipped, the fdorian military is theoretically the tool of the Emperor, but individual ships and task forces are controlled by young men of noble families. Because of this they often act independently, prowling the lmperial borders seeking personal glory from unauthorized raids.

Language:

ldorian is a guttural language of little subtlety. Most ldorian nobles learn lmperial Standard, with a thick accent.

Appearance:

While clearly humanoid, the ldorians have some noteworthy differences. Because of the high concentration of certain metals other than iron in their diet, ldor have a light bluish complexion. They have very little melanin, which also contributes to their intolerance of ultraviolet light and their pale complexion. ldor have light blonde to white hair and pale blue eyes. They are much taller than most Terrans, the males averaging over 195 cm (6'6") and are very slender.

Diet:

Omnivores, the ldor indulge in a wide variety of foods. They particularly enjoy a certain native beef-like meat served raw.

Demeanor:

Haughty, short-tempered, vain and intolerant of all species but their own, the ldor are a thorn in the Emperor's side and a threat to houses near the Coreward Frontier Zones. They are infamous for their lack of respect for life (including others of their own race) and property.


Snee

Snee

The Snee are easily the most frighteningly hideous creatures thus far encountered by humankind. Looking like something between insect and lizard, with dark, glistening skin, they are powerful, clever, and absolutely hostile to all humanoids.
The Snee are so alien that "hostile" may not be the right word. They seem to regard humanoids as something between food and and annoying intruder. Details of Snee society and physiology are few and inconclusive. Few Terrans are eager to learn more.

Starting Languages 2

Race Bonuses

St +30, Qu +20, Pr +20, In +0, Em -20, Co +20, Ag +10, Sd +0, Me -5, Re +5, Ap -80,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +20, Poison +20, Disease +30,

Health

Hit Dice 1D20 per rank,
Max Hits 250 hits
Recovery Rate X 1.0

Racial Origins:

Somewhere in Frontier Zone 15 lies the Snee Homeworld, shrouded in the Omicron Nebula. The exact nature of the Snee physiology is uncertain, as no specimens have been recovered even reasonably intact. It is believed, however, that these creatures resemble Terran insect forms in many ways.

Favored Ecosystem:

Hot, moist environments rich in oxygen seem to be the preference of the Snee (at least, that is the atmosphere of the one recovered Snee craft).

Political Structure:

Consistent with the idea that the Snee are an insectoid race, it is believed that they are actually five tribes (or 'hives'), each ruled by a "Queen". No more of the structure is known - even the sex of the ruler, In fact, there is some evidence that the Snee warriors are female, and the Hive leaders are male.

Social Structure:

Essentially (as far as can be determined) the same as the political structure.

Military Structure:

Again, this parallels the Political structure. The mentality of the Snee seems to consist of 'expand and conquer.' Their race is slowly moving closer to lmperial borders, and the Emperor will not be able to ignore this growing threat much longer.

Currency:

Unknown.

Language:

Although their native language is believed to be a complex assortment of high-pitched titterings (some beyond humanoid hearing), there are documented incidents where they have spoken clear Imperial Standard (Anglaman).

Appearance:

In a word, monstrous. Dark grey to black in color, they have a very tough exoskeleton covering most of their long, jointed body. All encountered have worn some sort of harness which not only carries a variety of weapons, but also gives off pulses of warm mist which periodically engulf the wearer. Standing between 2 and 2.25 meters tall, they possess six limbs, each of which sports a manipulative handlclaw of four digits (one opposes the other three). The middle pair of limbs are smaller than the upper and lower pairs, and are rarely used. the lower pair are largest and strong, the "legs" used for walking upright. The upper pair are very agile, long and strong. The head is ellipsoidal with a long tongue and deadly mandibles. Antennae sprout from the top, and a pair of long faceted eyes, one on each side, allow for a wide range of vision. In many ways they resemble huge ants walking upright, though more anthropomorphic.

Housing:

Unknown.

Diet:

Exclusively carnivorous, the Snee are known to eat humankind.

Demeanor:

In many ways the Snee mentality is incomprehensible to Terrans. They are coldly calculating, and kill without apparent malice but with equal lack of regard for life.


Aoemarans

Aoemarans

To all appearances, the average Aoemaran is a blob of protoplasm about two kilos in mass, semitransparent and bluish. Aoemarans themselves possess virtually no manipulative abilities and would certainly never have progressed to their current evolutionary level without their unique parasitic symbiotic abilities. Long ago the Aoemarans evolved into creatures which could infuse themselves into a "host" body, take control of the host and utilize its form. The resident Aoemaran gained nourishment from the the host's bloodstream, and in return was able to effectively fight infections, heal wounds, and provide a number of other helpful compensations This was originally done with nonintelligent creatures on the Aoemaran Homeworld, but as the race developed starflight and meeting with other beings, they learned that the same results could be achieved with intelligent humanoids. Some humans find the whole idea disgusting and revolting, others welcome the intellectual intimacy.

Starting Languages 5

Race Bonuses

St -90, Qu -60, Pr -50, In +10, Em +30, Co +10, Ag -5, Sd +10, Me +15, Re +10, Ap -50,

Resistance Bonuses

Essence +30, Channeling +30, Ment/Telepath +20, Poison +20, Disease +50,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 0.5

Racial Origins:

Zosma Vl [-45,21,-25) is the Aoemaran Homeworld. They have Minor Clan status under lmperial Supervision.

Favored Ecosystem:

The Aoemaran favored ecosystem is a healthy host body. They are very resilient, however, and can survive for short periods in almost any environment.

Political Structure:

Aoemarans have a vaguely democratic form of government, though it is (apparently) very informal. Aoemarans have a highly developed sense of honor and respect for other life forms and intelligences.

Social Structure:

None apparent.

Currency:

Imperial or Provincial monits when necessary.

Language:

Aoemarans are Telepathic, though with a very limited range (no more than 3 meters, preferably touching).

Appearance:

As noted above, Aoemarans are protoplasmic creatures massing between 1.75 and 2.25 kilograms. Semitransparent and amorphous in form, they are able to move very slowly on their own and penetrate most tissues and semisolid materials through osmosis.

Housing:

The Altha "Homes" are usually no more than large huts of thatch and woven fronds. In some regions they are actually wood or stone structures, but this is unusual. Areas within the hut are divided by crude, bulky hangings.

Diet:

Protein and carbohydrate requirements for Aoemarans are very similar to those of most humanoids, thus they are able to gather nutrients from a host body.

Demeanor:

Always polite, friendly and respectful, Aoemarans are very logical yet compassionate beings, Their curiosity is vast but tempered with caution. They seem to regard humankind as somewhat impetuous but gifted youths.


Notes:
As noted above, Aoemarans prefer to inhabit a willing intelligent host, with whom they can freely communicate Telepathically. Once inside a host, the Aoemaran is able to extend itself, spreading throughout the body to be hardly noticeable as extra mass. It is able to close any bleeding wound and hold it so until it heals naturally (and the wound will do so without scarring). Aoemarans are even able to replicate most organ functions for up to 10 days should the natural organ be damaged or destroyed (only one organ, however - and not the brain).

Wihr-Kohl

Wihr-Kohl

Mysterious, amorphous beings, the Wihr-kohl contact humans only when they choose - and then in their own limited way. Apparently unbound by conventional restrictions, they are formless creatures, perhaps of pure energy, who travel the galaxy at incredible speed on errands no more comprehensible than their form.

Starting Languages ?

Race Bonuses

St ??, Qu ??, Pr ??, In ??, Em ??, Co ??, Ag ??, Sd ??, Me ??, Re ??, Ap ??,

Resistance Bonuses

Essence ??, Channeling ??, Ment/Telepath ??, Poison ??, Disease ??,

Health

Hit Dice ?? per rank,
Max Hits ?? hits
Recovery Rate X ??

Racial Origins:

Supposedly the Wihr-kohl originated on a gas giant in the Gamma Donzas system (Frontier Zone 19) but that is merely the location of the first contact with one.

Favored Ecosystem:

Unknown.

Political Structure:

Unknown.

Social Structure:

Unknowne.

Military Structure:

Unknown; believed to be none.

Currency:

Unknown; believed to be none.

Language:

Telepathic, though the Wihr-kohl communicate in metal pictures, which are sometimes difficult to interpret.

Appearance:

A cloud of sparkling, shimmering gas which can vary is size from one to 50 cubic meters. They can take any shape and penetrate any physical or energy barrier. Unconfirmed reports claim that they can assume human form.

Housing:

Unknown; believed to be none.

Diet:

Unknown. Theories include: solar energy; general electromagnetic radiation; electricity.

Demeanor:

Only hostile when provoked, the Wihr-kohl seem rather isolationist in their own way. They apparently have no desire to aid or hinder mankind as a race, but have repeatedly displayed compassion for individuals lost in space or otherwise endangered for reasons beyond their control.


Tripopters

Tripopters

Trilopters have a trinaty-based physiology. Their peanut-shaped torso is about 1 meter long, with three leg appendages sprouting from the bottom of the lower swelling. Three equidistant mouths ring the upper half, and above each is a tentacular trunk, above that is an eye on a shorter stalk.

Starting Languages 4

Race Bonuses

St +20, Qu +10, Pr -15, In -10, Em +10, Co +5, Ag +10, Sd -5, Me +0, Re +5, Ap -20,

Resistance Bonuses

Essence -50, Channeling -50, Ment/Telepath +0, Poison +10, Disease +10,

Health

Hit Dice 1D8 per rank,
Max Hits 120 hits
Recovery Rate X 1

Racial Origins:

Pulwarin system

Favored Ecosystem:

Trilopters are in general more environmentally tolerant than humanoids; temperatures of 0deg C to 35deg C do not bother them at all. Protracted stays in temperatures below freezing they find "uncomfortable", but a thermal suit easily corrects the problem. Warm-blooded, they have a very efficient circulatory system. Trilopters do express a preference for warm, humid environments similar to the temperate zones of their Homeworld.

Political Structure:

A representative democracy rules a! of the Trilopters with shocking efficiency.

Social Structure:

All Trilopters are socially equal, though there seems to be a tendency to favor taller (and "more handsome") members of the species. Of course, what one Trilopter finds attractive in another is beyond humans.

Military Structure:

Despite their dislike for dangerous situations, this species has a respectable defensive fleet of their own (they are allowed to maintain a fleet despite their Minor Clan status because they are an independently developed race). The Trilopters depend heavily on automation, therefore keeping actual starship crews to a minimum.

Currency:

The cosmopolitan Trilopters have shifted entirely to the Imperial Monit for all internal and external transactions.

Language:

Trilopter language consists of high-pitched warblings mastered by very few Terrans. They, on the other hand, are skilled linguists and know at least Imperial Standard and Jadic.

Appearance:

As noted above, Lopters have thick, resilient skin of a grey to dark brown hue, and are completely hairless. Their variations of dress are at least as wide as those of humanoids, though they generally don some sort of tunic, belted at the "collar". Technicians of their people wear a harness for holding a variety of 'Lopter tools.

Diet:

Trilopters are herbivores, dining on a wide variety of photosynthetic food stuffs.

Demeanor:

No human has ever seen a Trilopter 'get mad'; they seem incapable of any sort of frustration. When they become bored or impatient, they simply go do something else - and cannot b convinced to return to a task until they are ready. For this reason they seem calmly stubborn. 'Lopters are somewhat cowardly, avoiding any sort of combatrelated situations when possible. They seem fascinated with humans and enjoy their company, taking delight in imitating their voices. Trilopters have an annoying tendency to talk to themselves (in a threeway conversation) and tell stupid jokes (They claim their humor is beyond human understanding).


Areed

Areed

Like their symbiotic partners, the Eed, the Areed once resided on a very small satellite in the Camelopadi 2 star system (in Frontier Zone 19) which they call Eafug and Terrans refer to as Cieed. They are multipedal, carbon-based creatures with six prehensile legs and vaguely resemble a cross between the Terran creatures commonly referred to as the Newt and the Grasshopper. Quick, intelligent, and utterly ruthless, they make valuable allies and dangerous foes.

Starting Languages 2

Race Bonuses

St +10, Qu +5, Pr -10, In -10, Em +10, Co +5, Ag +10, Sd -10, Me +0, Re -5, Ap -50,

Resistance Bonuses

Essence +0, Channeling -50, Ment/Telepath -20, Poison +10, Disease +30,

Health

Hit Dice 1D10 per rank,
Max Hits 150 hits
Recovery Rate X 1

Racial Origins:

The Areed are descended from the Shew races of the Camelopadi system and are closely related to the Shew Anion. They are of the same general evolutionary class as the Eed. Their home world is Eafug (Cleed).

Favored Ecosystem:

The Areed can adapt to virtually any ecosystem within seconds or, in some cases, minutes. They cannot, however, exist unprotwted in environments of less than .03 Atmospheres or greater than 300 Atmospheres.

Political Structure:

The Areed operate in clans ("Bew") of 9-900 individuals.

Social Structure:

Areed social conventions are intertwined with their political system. They mate in bonding triads comprised of a large female, a small female, and a male. Each member of the trio is replaced only upon death.

Military Structure:

All Areed fight, and even the very young and very old are capable of meeting most of the physical demands associated with combat. Their military organization, like their social structure, is in accord with the political structure.

Currency:

The Areed generally employ barter; however, they have a very clear and uniform valuation system. The Areed will almost always use a method by wich the Areed will always come out of the deal the better half.

Language:

The Areed are communicate by ways of a series of high pitched squeeks and clicks.

Appearance:

The Areed are multipedal, carbon-based creatures. They have six prehensile legs, which surround a compact but sleek trunk that houses an array of skin sensors.

Housing:

Most Areed reside in dark and abandond cargo locations on starships and space stations.

Diet:

The Areed eat virtually anything that can be broken down with hydrochloric or perchloric acid. Because the Areed can hybernate for up to 300 days without eating, they rarely fall prey to famine.

Worship:

The Areed apparently worship their three leaders (the Alara, the Uluru, and the Elera).


Astronauts

Armsman

The arms specialists of Space Master, Armsmen learn most combat related skills more easily than any other character profession.
Picks in both hand and mounted weapons are readily accessible, as well as driving and some combat pilot skills.
Prime Requisites for Armsmen are Strength and Agility.

Profession Skill Bonus.












Pilot

As the name suggests, Pilots focus skills relating to the control of vehicles, From land cars to spacecraft.
They also pick up many Tech skills with relative ease, as well as shipboard combat abilities.
The Prime Requisites for a Pilot are Intuition and Agility.

Profession Skill Bonus.














Law Enforcement Officer

LEOs, as they are more commonly referred to, are a natural for off-world adventures dealing with industrial colonies, pirates, inner cities or any place where criminals are likely to be found.
The LEO specializes in arresting and detaining criminals. The need for such a profession is great, especially in civilized areas where citizens are tempted to break the law.
The Prime Requisites for a Law Enforcement Officer are Strength and Agility.

Profession Skill Bonus












Explorer

A fusion of Armsman and Pilot, Explorers can gain some skill in both weapons and piloting.
The Prime Requisites for an Explorer are Quickness and Agility;

Profession Skills Bonus















Rescue Worker

A true to life hero, who often goes without recognition, this character specializes in safety and rescuing persons from dangerous situations.
To accomplish this, a Rescue Tech's primary skills focus around Hazard Control (e.g., fire, chemical spills, radiation leaks, environmental breaches, floods, earthquakes, and any other type of disaster).
The Prime Requisites for a Rescue Worker are Agility and Self Discipline.

Profession Skill Bonus












Technicians

Systems Tech

This profession specializes in Mechanical and Power systems - including ship drives and reactors.
Prime Requisites for the Systems Tech are Memory and Agility.

Profession Skill Bonus















Electrical Tech

Electrical Techs concentrate on Computer systems, all none weaponry electronics large or small, and all Robotics repair and construction.
Prime Requisites for the Electrician are Memory and Reasoning.

Profession Skill Bonus














Arms Tech

These Technicians have a special aptitude not only for repairing and building hand arms, but mounted weaponry, fire control systems, and associated gunnery equipment.
Prime Requisites for Arms Tech are Memory and Agility.

Profession Skill Bonus














Research Scientists

Researcher

The general Academicians, Researchers embrace the full range of physical and social sciences, with the exception of Engineering, Medicine and Computers, which are huge realms in themselves.
The Prime Requisites for the Researcher are Intuition and Reasoning.

Profession Skill Bonus














Physician

The role of the Physician in Space Master includes more than ever before. They possess an aptitude not only surgical and diagnostic skills, but also Cybernetics and Genetics.
Prime Requisites for the Physician are Empathy and Reasoning.

Profession Skill Bonus














Engineer

While Engineers have access to the Technic skills, their concentration is more able to analyze and understand new and unknown items.
Prime Requisites for the Engineer are lntuition and Reasoning.

Profession Skill Bonus














Evolutionist

A research scientist who delves more in theory than practical experiments. The prime function of the Evolutionist is to develop evolutionary stages of development for lifeforms on different planets.
Such research usually involves months or even years of work for a complete evolutionary record.
The Prime Requisites for an Evolutionist are Intuition and Reasoning.

Profession Skill Bonus













Field Scientists

Criminologist

Those choosing this profession can fall on either side of the Law, being either masters of the technologies of committing crime (devices to forge, infiltrate and pick locks) or to deter and apprehend criminals.
The Prime Requisites for a Crime Tech are Agility and Intuition.

Profession Skill Bonus














Investigator

A variety of professions which specialize in the areas of perception and investigative procedures fall under this heading. Some examples would be Private Investigator, Investigative Reporter, Criminal Detective, etc.
Such a character operating independently will charge for services. And, as usual, the more experienced the Investigator, the higher the rates.
The Prime Requisites for an Investigator are Intuition and Reasoning.

Profession Skill Bonus











Medic

Combining First Aid skills with those of Medicine, Cybernetics and Genetics, Medics have basic aptitudes in the field of Medicine, though they concentrate more on field medicine (minor surgery, emergency medic treatment, etc.).
The Prime requisites for a Medic are Memory and Empathy.

Profession Skill Bonus













Planetologist

With aptitudes in survival and other field skills as well as Planetology and related sciences, Planetologists often serve with field archaeological teams and Survey parties.
The Prime Requisites for a Planetologist are Reasoning and Empathy.

Profession Skill Bonus














Communications

Administrator

Administrators are well-versed in managerial, diplomatic, and or political skills. In addition they are often skilled in various aspects of research science and psychology.
Their Prime Requisites are Presence and Empathy.

Profession Skill Bonus














Anarchist

The Anarchist is a master of politics, and skills of manipulation and appearance. He is usually a powerful figure capable of swaying the thinking of groups through protests displayed in speeches and acts of terrorism.
Although he is very influential, most feel that the methods he uses are too harsh and irrational, not to mention totally unnecessary.
Their Prime Requisites are Presence and Self Discipline.

Profession Skill Bonus












Artist

The Artist sees the universe through his own eyes and uses his art to display his emotions about it. Some might be ultimately simple in form, while others might be very complex. Typically, every artist has an audience that will appreciate his work. However, finding that audience is not always an easy chore. Sometimes it never happens.
Their Prime Requisites are Empathy and Self Discipline.

Profession Skill Bonus












Con Artist

The slickest of the seedy sorts is the Con Artist. These "professionals" thrive off the gullibility and vulnerability of others. His most useful tools are a trustworthy appearance and excellent conversational skills.
One would not realize that he is working on the dark side of the law on first meeting (although less talented con artists raise an ,air of suspicion). They are masters of deception and trickery, and use their talents to line their credit accounts at the expense of others.
Their Prime Requisites are Presence and Agility.

Profession Skill Bonus











Entertainer

This profession may specialize in acting, singing, dance, music, or any other performance art form.
Their Prime Requisites are Presence and Empathy.

Profession Skill Bonus















Theologist

These beings are skilled in evangelism (or their own cultural equivalent), counseling, and theological history.
Their Prime Requisites are Presence and Intuition.

Profession Skill Bonus














Lawyer

Lawyers make up some of the most powerful and influential figures of the judicial system. They are most often seen defending or prosecuting those unfortunates charged with criminal activity.
However, anyone with a significant amount of experience with them knows that in many places there is a lot more wheeling and dealing between lawyers than there is attention paid to the true meaning of the law.
Their Prime Requisites are Presence and Reasoning.

Profession Skill Bonus












Merchant

The Merchant is commonly found travelling about the known galaxy doing trade with whomever he comes across. The most successful will do almost anything for a profit (Within the business). They tend to be good speakers, at least when trying to make a sale, and quick thinkers.
They are most commonly thought of as wheeling and dealing to make a sale more attractive. Merchants are found almost anywhere one might go, but they are most common in those areas lacking proper trade and business facilities.
Their Prime Requisites are Presence and Reasoning.

Profession Skill Bonus










Teacher

The teacher is a professional character who specializes in the education of others. Their academic skills and communication skills are of utmost importance.
Such a character usually teaches academics and basic sciences, while vocational and higher sciences are taught by professionals with background in education.
Their Prime Requisites are Empathy and Memory.

Profession Skill Bonus












Telepaths

True Telepath

This profession is devoted solely to the powers of the mind those who are True Telepaths have access to all Psion lists.
Prime Requisites for True Telepaths are Self-Discipline and Presence.

Profession Skill Bonus














Semi-Telepath

Semi-Telepaths are individuals from all types of background, they have a limited understanding of Psion control and thus are limited to only one school of abilities. They learn to form a good balance between the physical and the magical.
His Prime Requisite is based upon what Field of Telepathy he chooses, - Self-Discipline, Presence and Empathy.

Profession Skill Bonus












AccountingApplicable Stat Bonuses: Re/Me
Accounting is the ability to keep accurate records of financial transactions. This skill would also be responsible for verifying financial records to discover mistakes, false entries, embezzlement, and so on.

AdministrationApplicable Stat Bonuses: In/Em
Bonus forfunctioning successfully within any entity where record keeping, personnel interaction, and bureaucracy is present. This skill can be useful in attempts to gain public offices and applying for governmental power.

Advanced MathApplicable Stat Bonuses: Me/Re
Bonus is for using higher levels of mathematics (e.g., calculus, differential equations, basic relativity, etc.). The character must develop an equal or higher skill rank in Basic Mathematics.

AerodynamicsApplicable Stat Bonuses: Re/Me
This skill enables the character to determine the effects of different mediums on objects/crafts passing through them. This includes the determination of maneuver penalties for piloting, and for what level of damage may be sustained from structural stress. This skill is applicable in both gaseous and liquid mediums. This skill may also be used to design or modify a craft's shape to reduce strain and improve maneuverability.

AnthropologyApplicable Stat Bonuses: In/Em
Linguistic trends, customs, habits, and cultural trends of any known races and cultures. Skill may be developed in-depth for a specific race or culture from the character's home world. Several different races or cultures maya be developed simultaneously, assuming research materials are available.

ArchaeologyApplicable Stat Bonuses: In/Re
This bonus applies to obtaining information from and about historical remains, whether they be ruins, bones, odds and ends, etc. Normally, this skill applies to very complicated research which takes alot of time and wide uses of intuition. This skill is used to determine how old objects are, or where sites might be, as well as the possible use of objects found in ruins, and eventually to obtain an understanding ofthe culture which the area.

ArchitectureApplicable Stat Bonuses: Re/Me
This skill encompasses two areas which fall under architecture. The first being the recognition of architectural styles of construction and design. The Second being the design and construction of a new building.

Art HistoryApplicable Stat Bonuses: Me/Re
Bonus for recognizing famous works of art, their artist, and the date on which they were created. The skill can also be used to determine the skill which the artist used (e.g., Baroque, Gothic, Cubism, Psychedelic, Multiple Dimensionism, etc.).

Basic MathApplicable Stat Bonuses: Re/Me
Bonus for calculating distances, angles, and applying basic principles of physics to agiven situation (e.g., determining the angle of reflected light, the rate of fall of a given grade, or the difficulty of a climb without approaching or touching the obstacle).

Business LawApplicable Stat Bonuses: Me/Re
Bonus for the application of laws to business oriented situations. These include such things as: What constitutes a valid and legally binding contract, breach of contract, negligence, liability for claims, general laws of trade, etc. The knowledge of possible penalties for breaking such laws is also covered in this skill.

CanonApplicable Stat Bonuses: Sd/Me
Bonus for the performance of religious ceremonies and practices in the fashion deemed proper byone'sfaith. (e.g., saying mass, performing sacraments, etc.)

Ceramics (Industrial)Applicable Stat Bonuses: Re/Ag
Bonus for the synthesis and modification of ceramic materials. The identification of ceramic materials and knowledge of stressful conditions which they can endure is covered here. This skill is also used for the application of ceramic products in the industrial area. However, the design and fabrication of such products is not included.

Civil LawApplicable Stat Bonuses: Me/Re
Bonus for the application of those laws dealing with the rights of the individual (the private citizen). This skill may be used to settle dispute, or to determine what the citizen is entitled to when his rights are violated by another member of the state, or an established organization. This skill must be developed differently for each specific culture. Similar skill bonuses from the Cultural Variation Modifier Table will apply appropriately.

Comparative ReligionApplicable Stat Bonuses: Me/Re
Bonus for the recognition and identification of similarities and differences of various religions within acategory. (e.g., Christianity, Buddhism, primitive tribal beliefs, etc.) Each category must be developed separately, but includes ageneral scope of common religions falling into them.

Corporate ManagementApplicable Stat Bonuses: Re/Em
Bonus forthe management of a place of business. This includes knowledge of paperwork, payroll, pricing, profits, and the structure of the corporation and how it works. Ordering merchandise, keeping records of all transactions, and keeping inventory are some possible uses.

CosmetologyApplicable Stat Bonuses: Pr/Sd
Bonus for the use of cosmetics to improve or worsen one's appearance. However, this skill would not be used for the purposes of disguise. Cosmetology would be used to increase a PC's Appearance, or to cover markings such as bruises and scars.

Criminal LawApplicable Stat Bonuses: Me/Re/ln
Bonus for knowledge of those laws dealing with criminal defense and prosecution. Knowledge of legal punishments for crime and possible criminal negotiations are covered in this skill. However, this skill must be bought for each separate culture. Intracultural similarity may be used for this skill. This is probably one of the more common legal skills used for courtroom procedures.

Data ProcessingApplicable Stat Bonuses: Re/Me
Bonus for the organization and storage of information, and aknowledge of organizational methods commonly used. This skill is also used for the retrieval of specific information from records, libraries, and all methods of data storage.

DogmaApplicable Stat Bonuses: Me/Re
This skill rank bonus governs how much the character knows about the beliefs of a specific religion. This Skill does not make the character religious, it is only knowledge of the beliefs and how a specific religion may respond to certain sublect matters.

DraftingApplicable Stat Bonuses: Re/Me
Bonus forthe creation of detailed technical drawings ofan item or object (e.g., blueprints). This is notfree-hand drawing; specialized equipment (such as squares, triangles, compasses, protractors, specialized computer programs, etc.) is used in making such precise and accurate drawings (normally to scale).

EducationApplicable Stat Bonuses: Sd/Em
Bonus for teaching another character askill currentlyknown bythe educator. Acharacter cannot teach acharacter who is more proficient with the taught skill himself.

Evolutionary TheoryApplicable Stat Bonuses: In/Re/Me
Bonus for knowing the evolution of man and for knowing how evolution progresses. This skill can be used to develop an evolutionary structure for alien worlds as studies in the evolutionary process. This skill may also be used to determine what the next evolutionary stage may be for a given species. This skill covers all knowledge pertaining to gene pools, specialization, mutation by variation, genetic drift, etc. Basically this is an in-depth research skill. Evolution could also be developed under the religious doctrine skills, but the character could not get into the technical details and computations.

FinanceApplicable Stat Bonuses: In/In/Re
Bonus for making financial investments in the stock market and making profits from them. This skill also covers knowledge of banking, loans and money management.

Fluid SystemsApplicable Stat Bonuses: Re/Me

HeraldryApplicable Stat Bonuses: Me/Re
Bonus for designing or recognizing aparticular heraldic crests (coats-of-arms).

HistoryApplicable Stat Bonuses: Re/Me
Bonus for recognizing and identifying major periods, events and people of a specified race or culture.

LockloreApplicable Stat Bonuses: Re/Me
Bonus for recogniling and identifying major forms of locks and similar devices.

MappingApplicable Stat Bonuses: Re/Ag
Bonus for using and making maps. This skill is also used for surveying and geography.

MechanitionApplicable Stat Bonuses: Re/Me
Bonus for building and using amachine that already exists, and to which the character has been generally introduced. It will be necessary to have the appropriate skills to build the machine.

Metal LoreApplicable Stat Bonuses: Me/Re
Bonus for recognizing and identifying metals, alloys, metallic crystal structures, etc. Also will give information on famous "magical" artifacts historic, legendary, or cursed types of metals.

Military OrganizationApplicable Stat Bonuses: Pr/Re
Bonus for organization of military force, not actual deployment into battle which is tactics. Includes knowledge of how to billet and supply a unit, posting of watch, running of patrols, etc.

MiningApplicable Stat Bonuses: Re/ln
Bonus for assessing the possibilities of mining in an area, and for supervising the creation and running of the mine.

The following is a partial list of some mining processes:
  • Dredging: scrapings of material off the bottom of abody of water.
  • Open Pit: removal of top layers to extract materials.
  • Quarry: removal of materials in block form.
  • Strip Mining:an open mine whose outcrops run close to ground level and are exposed by removal of topsoil by any of several means (e.g., the application of highpressure water).
  • Tunneling: Making of underground passages to extract materials.

  • NavigationApplicable Stat Bonuses: Re/ln
    Bonus for determining proper directions and distances when using amap in conjunction with various directional aids, such as a compass, landmark, the stars, etc. This includes the concept of orienting, and is applicable on land and water.

    OpticsApplicable Stat Bonuses: In/Re
    Bonus for constructing or repairing lens systems. This skill may be used for repairing the lens systems in cameras, binoculars, microscopes, telescopes, and anything else which uses lenses and prisms. This skill includes the grinding of lenses of prisms for such uses (including glasses and contacts for correcting visual problems) as long as the proper equipment is available. This may aIso be used to realign lens systems to achieve specific desired results.

    PharmaceuticalsApplicable Stat Bonuses: In/Re
    Bonus for the recognition, identification, and knowledge of the effects produced by pharmaceuticals. This does not include knowledge of the proper use and safety measures required for drugs (e.g., Medicinal, Narcotic/Recreational, Psionic Altering, etc.)

    PhilosophyApplicable Stat Bonuses: Me/Re
    Bonus for recognizing and identifying major aspects of philosophy or religious doctrines. This skill would not allow the character to accurately predict the reaction of a philosophical or religious group to specific conditions or activities. This skill deals more with the understanding of a point of view presented by the sect, and presenting points of argument based on that view while being able to support it.

    Political ScienceApplicable Stat Bonuses: Pr/Re
    Bonus for the ability to influence, guide, or even take overthe control ofagovernment. This skill also includes all of the knowledge of the structure of agovernment, where the levels of power within the government rest, methods of getting into office, etc.

    ProselytismApplicable Stat Bonuses: Em/Pr
    Bonus for the ability to influence another person's beliefs or ideals through preaching to them. It is the skill of converting religious beliefs and moral standards.

    PsychologyApplicable Stat Bonuses: In/Em
    Unlike the more medically-oriented skill, Psychiatry, this skill deals more with the theory of psychology and the analysis of psychological make-ups. This skill is used for more of acounseling approach to solving problems. The characters sit down and talk about the problem. The character using the skill is more of a source of encouragement and suggestions. This skill is not designed to be used for the treatment of mental illnesses which would be considered as anything more than mild.

    Religious HistoryApplicable Stat Bonuses: Re/Me
    Bonus for knowing the history of specific religion. This includes the origin of the faith, major characters (saints, popes, heroes, kings, etc.), major events, how the faith spread (if it did), etc.

    Scanner AnalysisApplicable Stat Bonuses: In/Re
    This bonus is used when attempting to interpret information provided by portable scanning devices, (multiscanners, medscanners, repair scanners, security scanners, etc.)

    Siege EngineeringApplicable Stat Bonuses: Re/ln
    Allows the user knowledge of conducting all aspects of asiege. Includes proper and best positioning of siege weapons, determining weaker portions of awall (for siege weapon assault andlor sapping), basic engineering knowledge for building ramps, digging trenches and traps for animal steeds and vehicles.

    SociologyApplicable Stat Bonuses: Em/Re
    Bonus for the study of group interaction under various conditions (e.g., stress, peer pressure, fear, etc.). This skill may be used to predictthe reaction ofagiven group under designated conditions, to specific actions or topics of discussion, etc. This skill may aIso be usedto determine howto mducea desired reaction from aspecific group.

    Star GazingApplicable Stat Bonuses: Me/In
    Bonus chance of determining dates, directions, and locations when the stars are visible. Provides an ideal complement to one's navigational skills.

    Stone LoreApplicable Stat Bonuses: Me/Re
    Bonus for recognizing and identifying Stone, rock, gem stones, metorights, etc. Also will give information on famous, historic, legendary, landmarks of stone.

    TacticsApplicable Stat Bonuses: Re/ln
    Bonus for perceiving and planning appropriate and effective strategy in atactical military situation.

    Following is a partial list of tactic types:
  • Aerial: fighter and bomber tactics
  • Battle Field: cavalry, infantry, armored vehicle tactics
  • Naval: ship and boat tactics
  • Sabotage: underground/behind enemy lines tactics
  • Siege: reduction offortified position tactics
  • Small unit: conflict between small groups

  • Tax LawApplicable Stat Bonuses: In/Me
    Tax Lore is the ability to keep accurate records of financial tax payments and returns. This skill would also be responsible for verifying Tax records to discover mistakes, false entries, embezzlement, and so on.

    Toxin IdentificationApplicable Stat Bonuses: Me/Re
    Bonus for recognizing and identifying poisons, as well as knowledge of proper usage techniques.

    Trading loreApplicable Stat Bonuses: Re/Me
    Bonus for transactions involving a bargained exchange of money or goods, particularly with respect to rolls on purchase or resale.

    Visual ArtsApplicable Stat Bonuses: In/Em
    Bonus for the appreciation and in-depth understanding of works of art. This skill includes the ability to effectively criticize a work of art.

    Weather WatchingApplicable Stat Bonuses: In/Em
    Bonus chance for determining local weather conditions for the next 25 hours, without the use of technologically advanced equipment. This skill is unlike its close counterpart, Atmospherics, where the weather for up to an entire planet could be determined for up to amonth, provided that the proper equipment is available for use. There is never aguarantee on prediction for long periods

    Xeno-LoresApplicable Stat Bonuses: varies
    Bonus for attempting to learn and use information about extra-dimensional beings and places. The very nature of these Xenos makes it harder to understand the underlying principals that make their worlds what they are.

    Animal HandlingApplicable Stat Bonuses: Em/Pr
    Bonus for the care and feeding of animals, including bedding, hobbling, etc. [This skill is normally used in the handling of one animal at atime.

    Animal TrainingApplicable Stat Bonuses: Em/Pr
    Bonus for training a particular type of animal, such as birds of prey, dogs, bears, big cats, etc. Skill normally ends up taming the animal.

    Beast MasteryApplicable Stat Bonuses: Em/Pr
    Bonus for simple communication and, if possible, the mastery of an animal. The animal will only do what is within its capabilities. If the skill roll fails, the animal will revert back to its basic tendencies.

    HerdingApplicable Stat Bonuses: Em/Pr
    Bonus for gathering, befriending, or manipulating herd animals. This skill normally deals with one group of animals at atime.

    LoadingApplicable Stat Bonuses: Em/Pr
    Bonus for packing loads and placing them on pack animals, or tying them to the outside of a vehicle, to insure safe passage of the loads and to reduce the stress and strain.

    RidingApplicable Stat Bonuses: Em
    A single skill rank is necessaryto keep from constantly falling off the animal being ridden. Higher skill ranks enhance the chance of retaining control of the animal, when it is startled or hostile, or gaining control of an unfamiliar animal.

    Atmospheric PilotApplicable Stat Bonuses: Ag/Qu
    One skill rank allows basic understanding of the controls; subsequent ranks reflect an increase in one's knowledge and ability, to maneuver the vehicle. This skill can only be used with atmospheric craft and does not include hovercraft and antigrav vehicles.

    Combat PilotApplicable Stat Bonuses: In/Ag
    This skill is used (as the name implies) only in combat situations. It allows the pilot to maneuver in combat and to increase his ship's attack DB, and/or the vehicle's DB.

    Electronic WarfareApplicable Stat Bonuses: Re/In/In
    Bonus for the use of electronic warfare and ship stealth equipment.

    Hyperspace AstrogationApplicable Stat Bonuses: Re/Me
    This skill is applied to program for a correct hyperspace course from computer data available. However, a course correction cannot be made if the craft is currently in hyperspace.

    Hyperspace PilotApplicable Stat Bonuses: In/Re
    Bonus applied for entering and exiting hyperspace, as well as maintaining shunt, even in conditions which may drop the ship out of warp. This skill may be used to make slight adjustments in the course while in shunt, but this would be very difficult to do.

    Marine PilotApplicable Stat Bonuses: Qu/Ag
    This skill applies to controlling all craft which operate on or below the water, including all boats, hydrofoils, and submarines.

    N-Space AstrogationApplicable Stat Bonuses: Ag/Me

    N-Space PilotApplicable Stat Bonuses: Re/Me
    This skill is applied when carrying out N-Space astrogation plots, as well as any "seat-of-your-pants" maneuvering which a pilot might wish to engage in.

    Orbital PilotApplicable Stat Bonuses: Ag/Qu
    This skill bonus is applied to all maneuvers requiring atmospheric and gravity-field proximity flying of space craft: touch-down, take-off, docking, atmospheric entry and exit, etc.

    Sensor AnalysisApplicable Stat Bonuses: In/Re
    This skill provides abonus when attempting to read and interpret information from shipboard sensor displays.

    Stellar LawApplicable Stat Bonuses: Re/Me
    Bonus for knowledge of the standard legal code used for space travel. More specifically, the laws that deal with travel and transport between the planets. There may be slight variations from one region of space to another.

    AquaticsApplicable Stat Bonuses: Ag/Sd
    Bonus for the use and maintenance of underwater survival gear (e.g., scuba tanks, propulsion units, decompression units, etc.). Note that this skill can be used for equipment involving other than water, liquid mediums.

    Athletic GamesApplicable Stat Bonuses: St/Ag/Qu
    Bonus for playing one game primarily involving agility, coordination, and motor skills.

    BilliardsApplicable Stat Bonuses: Sd/Re
    Bonus for setting up and making billiard shots whether they are straight or trick shots.

    Body DevelopmentApplicable Stat Bonuses: Co
    rank in Body Development is one of the factors which determines how many hits (concussion hits) acharacter can take without passing out.

    ClimbingApplicable Stat Bonuses: Ag
    This could range from the ability to climb sheer faces (absurd), through mountain climbing (Very Hard), to climbing a ladder (Easy) through the use of handholds. The normal climbing rate for walls with adequate handholds is 10 feet per round as a"medium maneuver".

    DanceApplicable Stat Bonuses: Ag/In
    Bonus when attempting to recreate adance one has witnessed. This skill may also be used to create new dances.

    Distance RunningApplicable Stat Bonuses: Co
    Bonus is added to the character's base exhaustion points to determine his total exhaustion points for movement purposes.

    DivingApplicable Stat Bonuses: Sd/Ag
    Bonus for controlled falling maneuvers.

    FlyingIGlidingApplicable Stat Bonuses: Ag
    Bonus for flying or gliding through the use of natural or artificial wings. Flying/Gliding has a natural -75 for all types of maneuvers performed while trying to fly/glide if this skill is not learned or developed. (feathered wings, parachute, hang glider, balloonist, grav belt, etc.) This skill does not include any powered aircraft of any type.

    RappellingApplicable Stat Bonuses: Re/Me

    RowingApplicable Stat Bonuses: Re/Me

    SailingApplicable Stat Bonuses: Re/Me

    SkatingApplicable Stat Bonuses: Re/Me

    SkiingApplicable Stat Bonuses: Re/Me

    SprintingApplicable Stat Bonuses: Re/Me

    SurfingApplicable Stat Bonuses: Re/Me

    SwimmingApplicable Stat Bonuses: Re/Me

    Adrenal DefenseApplicable Stat Bonuses: None
    By using this skills, attacks with melee or missile weapons may be dodged or deflected (wholly or partially). The skill rank bonus of the defender is added to his defense bonus versus melee attacks. Against missile attacks the skill rank is halved before the bonus is calculated and added to the Defensive Bonus. To use Adrenal Defense, you must be aware of the fact that you are under attack. In addition, the character must not be wearing any armor and cannot have ashield or large object in his hands.

    Adrenal BalanceApplicable Stat Bonuses: Pr
    This skill enhances the ability of the character to maintain his balance in one maneuver action. (Requires one round of mental preperation).

    Adrenal LandingApplicable Stat Bonuses: Pr
    A character may automatically decrease the severity of a fall by his skill rank bonus times one foot. The severity of the fall can never be reduced below that of a 10 foot fall. (Requires one round of mental preperation, followed by one round of recovery.)

    Adrenal LeapingApplicable Stat Bonuses: Pr
    This allows the character to automatically increase the distance he can successfully leap from either astanding position or from a running start. (Requires one round of mental preperation,)

    Adrenal QuickdrawApplicable Stat Bonuses: Pr
    Bonus for drawing aweapon during combat rounds without taking a penalty. (Requires one round of inactivity after the quick draw action, player may still move.)

    Adrenal SpeedApplicable Stat Bonuses: Pr
    his allows the character to move at twice normal speed, and thus increase his activity for one round. (Requires one round of mental preperation.)

    Adrenal StrengthApplicable Stat Bonuses: Pr
    This skill gives the character a+10 bonus on his OB and doubles the number of concussion hits that he delivers. (Requires one round of mental preperation.)

    Body Damage StablizeApplicable Stat Bonuses: Sd/Em
    Bonus for keeping oneself alive after being injured. This skill allow the character to put his own body in a near-death condition (coma) for 1 day/round before death.

    Control Shape ChangeApplicable Stat Bonuses: Sd
    Bonus for the control of one's form when under shape altering influences. These may include Lycanthropy, Psionic abilities to alter one's own form, or another's etc.

    DowsingApplicable Stat Bonuses: Em
    Bonus for locating underground water source or other natural mineral through the ground, without the use of technologically advanced devices. The target will be found directly under the character's feet after successful completion of the skill.

    FrenzyApplicable Stat Bonuses: Em/Sd
    Bonus to attempt to go into a state of single-minded, unpredictable rage which results in an additional +30 to the OB, the ability to take twice the normal concussion damage, and the ability to deliver double the concussion hit damage. While in frenzy, you have no OB other than the armor bonus, no shield bonus, and you cannot parry. Preparation for frenzy takes one round. Once in a frenzied state, the berserker may make astatic maneuver each round in orderto resume one's normal state. Once frenzied, the berserker will continue to fight until there is no one left standing except himself, at which time he receives a+30 to end the frenzy. While frenzied, as long as there is anyone standing, the berserker may attempt (With a perception roll at -30) to distinguish friend from foe.

    Meditation CleansingApplicable Stat Bonuses: Sd/Em
    Bonus for purification ritual to help rid outside influences that linger on an object, person, etc. The use of this skill enables the user to rid himself of the touch of curses and hexes.

    Meditation DeathApplicable Stat Bonuses: Sd/Pr
    Bonus for causing oneself an instantaneous and painless death.

    Meditation HealingApplicable Stat Bonuses: Sd/Em
    Bonus for increasing healing rate. Healing rate is increased or decreased by the amount of the skill bonus roll over 100 as a percentage times the racial healing rate.

    Meditation KiApplicable Stat Bonuses: Sd/Pr
    Bonus for achieving a special +25 bonus on any activity attempted using concentration and the focusing of internal reserves on oneself.

    Meditation SleepApplicable Stat Bonuses: Sd/In
    Bonus for decreasing the amount oftime one needs to fully sleep. The sleep time is increased or decreased by the amount of the skill bonus rolled over 100 as a percentage requirement.

    Meditation TranceApplicable Stat Bonuses: Re/Me
    Bonus for an individual entering, leaving and exploiting a mental trance which the individual can use to help solve difficult problems, increase his chance to successfully cast a spell, aiding in attunement rolls, etc.

    MnemonicsApplicable Stat Bonuses: Me/Sd
    Bonus for recalling information (photographic memory, sort of).

    Psionic FocusApplicable Stat Bonuses: Sd/Em
    This skill allows a psionic character to enhance a cast psion in any one of a number of ways. (1.the psionic focus may allow the character to cast one round sooner without penalty. 2. The PP requirement for such a psion is only 75% of the normal, 3. The duration ofthe psion may be increased by 50%. 4. Psion failure rolls may be ignored.)

    Psionic ShieldApplicable Stat Bonuses: Sd/Pr
    This skill is used to increase the character's chance of not being affected by a psion used against him. First of all, the character must "see the psion coming", if not, but he suspects psion activity, the skill may still be used but at -20. If the total is 101 +, then he receives an additional +20 to RR.

    Space Loc. Aware (SLA)Applicable Stat Bonuses: In
    Bonus for allowing one to be aware of one's surroundings without the aid of vision.

    ActingApplicable Stat Bonuses: Pr/Em
    This is a bonus forstimulatingthe actions or reactions of others for the use of drama type performances. This is also used to devise and portray new, or different identities.

    BeggingApplicable Stat Bonuses: Pr/Em
    Bonus for eliciting asympathetic response from the person being begged to.

    BookingApplicable Stat Bonuses: In/Pr
    Bonus for arranging and maintaining of betting on a large scale and making aprofit. This skill also includes the ability to set odds, and handle the incoming bets so as to have the money to cover all bets made.

    BriberyApplicable Stat Bonuses: Pr/Re
    Bonus for offering a bribe to an official in the proper and unobtrusive manner.

    CamouflageApplicable Stat Bonuses: Re/In
    Bonus in hiding or concealing an item or another person by using the natural attributes of the surrounding environment.

    Computer CrimeApplicable Stat Bonuses: Sd/Em
    Bonus forthe illegal alteration of computer stored records forthe benefit or disadvantage of a specified party. The skill involves the ability to perform such alterations by breaking codes, gaining illegal access, and altering records without detection or traces which may eventually lead to the capture of the culprit.

    CounterfeitingApplicable Stat Bonuses: Ag/Re
    This skill includes the ability to reproduce official currency, as well as falsify Bank Records, Elmonit cards, and card data, etc. This skill may also include the complete production of false Elmonit cards.

    Criminal InvestigationApplicable Stat Bonuses: In/Me
    Bonus for the use of investigative procedures to obtain information about a crime. These procedures include all methods used by law enforcement agencies, whether they are general or technical procedures. Some examples to consider might be fingerprinting, close observation, piecing together clues, comparison of criminal records, etc. This skill includes the ability to recognize evidence, if it is admissible in a court of law, if it has been obtained in a legal fashion, and so on. This skill is only good for the finding of evidence, what a character does with it is a different story.

    Criminal PsychologyApplicable Stat Bonuses: Em/In
    That branch of psychology dealing with criminal behavior. With this skill a character may study a criminal's behavior individually to determine what his next move might be, or he may go by statistical standards. It is an understanding of how the criminal mind operates, and how to predict its next move.

    Disarm TrapApplicable Stat Bonuses: In/Ag
    Bonus in identifying and disarming, but not locating, an in animate trap.

    DisguiseApplicable Stat Bonuses: Pr/Sd
    Bonus to change one's appearance including shape, and size (to a reasonable degree) to appear as someone else (does not need to be anyone specific). This is achieved by the application of cosmetics and the use of props. This skill does not involve dramatic changes in appearance.

    Drug TrafficApplicable Stat Bonuses: Pr/In
    Bonus for the procuring of and safe transport of illegal pharmaceuticals in large Quantities. This skill includes the knowledge of transport laws and standard methods of search used by authorities, and possible ways of remaining undetected.

    Electronic CountermeasuresApplicable Stat Bonuses: In/Re
    Similar to Electronic Warfare, this skill deals with the interference and jamming of local communication or remote transmissions. This skill includes knowledge of different forms of short range communication and what might cause interference with the different forms. (e.g., magnetic fields may disrupt one form of communication, but not another) and how strong the disrupting medium must be to give the desired results.

    Evidence DispersalApplicable Stat Bonuses: Sd/Me
    Bonus for retrieving and properly disposing of evidence at the scene of a crime. This is usually done after one has committed a crime, or if the character is attempting to cover for someone else, to conceal the evidence before the authorities can find it.

    FalsificationApplicable Stat Bonuses: Sd/Re
    Bonus for the creation of false but believable documents and records from scratch. This may be anything from a false ID card to the lease on a piece of real estate. This skill could be used to change testimony records, and misrepresent facts as a couple of examples. (e.g., procedures, trademarks, copyrights, stocks, bonds, diplomas, etc.) the list goes on and on. Certain devices may be obtained to aid in the reproduction, such as computer programs.

    ForgeryApplicable Stat Bonuses: Ag/Re
    Bonus for the reproduction of paintings, manual writing (signatures), and legally binding markings such as trademarks, etc.

    Hide ItemApplicable Stat Bonuses: Re/In
    This is a bonus for hiding an item from other beings. However, this skill only prevents locating the item by way of the senses. This does not keep an item from being located by use of technological devices such as scanners.

    Law EnforcementApplicable Stat Bonuses: Sd/In/Pr
    Bonus applicable for making a proper and legally binding arrest which will hold up in a court of law. Use of this skill successfully will allow the character to avoid entrapment, or technicalities which may lead to the subject's release from custody. (e.g., failure to read the criminal his rights.) This skill rank bonus may also be applied to the use of arresting and restraining devices such as handcuffs, restraining fields, etc.

    MimeryApplicable Stat Bonuses: Ag/Sd
    Bonus for imitating various types of actions.

    Organized CrimeApplicable Stat Bonuses: Pr/Sd
    Bonus applicable for organization of a criminal operation under the cover of a legitimate organization. This skill typically covers the workings ofthe crime underworld, how and why it works. This would include knowledge of its structure, and how to access the organization without appearing suspicious.

    Pick LocksApplicable Stat Bonuses: In/Re/Ag
    Bonuses for locking and unlocking locks and similar devices without the aid of a key. Special equipment should be required to pick a lock whether it is a set of lock picks, or a hair pin, really does not matter, but picking a lock with bare fingers is ludicrous under normal conditions.

    Pick PocketsApplicable Stat Bonuses: Ag/In
    Bonus for picking someone's pocket or removing items from a person's immediate possession without his knowledge (e.g., removing the chronometer from the victim's wrist). If successful, the contents are lifted and the skill bonus is applied against the victim's perception.

    Safe CrackingApplicable Stat Bonuses: Sd/In
    Similar to but more involved than Picking Locks, this skill enables the character to gain access to specialized locks used for high security situations such as vaults, safes, etc., in which the locking mechanisms are so complex that the locks must be destroyed, removed, or accessed by unusual but direct means. This skill takes alot of time in some cases. This skill would also cover attempts to "listen to the tumblers" as the combination lock spins.

    Security OperationsApplicable Stat Bonuses: Sd/Me
    Bonus for determining the details of an observed security system. This could be identifying individual aspects (such as motion sensors, sound monitors, thermal monitors, etc.) and how they are linked up, to determining how many guards and how often they make rounds. This skill would also cover making simple flow charts of how the system operates, and ability to recognize backup systems.

    Set TrapsApplicable Stat Bonuses: Re/Ag
    Bonus for setting traps. These traps can be lethal or non-lethal.

    Stalk / HideApplicable Stat Bonuses: Ag/Sd
    Stalking is the ability to move using silence, camouflage, and shadows to conceal your presence. Hiding is the same ability, but is used when not moving.

    Tax EvasionApplicable Stat Bonuses: In/Me
    Bonus for manipulating one's tax forms in order to keep from paying taxes, or to make a profit at the government's expense. the amount of the total skill roll over 100 is the penalty for anyone auditing the character's tax records.

    Trap BuildingApplicable Stat Bonuses: Re/Em
    Allows building traps out of available resources. Bonus of trap-maker may subtract from any detection rolls, depending on the location, care and time in construction, and the trap type.

    TrickeryApplicable Stat Bonuses: Pr/Qu
    Bonus for any maneuvers involving slight of hand; confusing sight tricks and slight-of hand diversions.

    Airbone AssaultApplicable Stat Bonuses: Re/In
    Bonus for engaging in combat during freefall or in falling manuver.

    BrawlingApplicable Stat Bonuses: Re/Me
    Bonus for using non-weapon implements as a weapon (e.g., such as a stool for a bash attack, throwing sand into your opponent's eyes, etc.) This skill does not apply to normal weapons which are defined under various other skills (weapon skills, yado, martial arts, etc.). The attacks under brawling may never exceed small attacks, e.g., a stool would be asmall bash, and abroken bottle would equal asmall talon attack, etc.)

    Crewmember (AFV)Applicable Stat Bonuses: In/Ag
    This skill bonus is applied to maneuver rolls when driving/piloting Armored Fighting Vehicles.

    Crude WeaponsApplicable Stat Bonuses: In/Me
    Bonus for the design and building of simple or low technological weapons for use. This may range from aquarterstaff to a catapult.

    DemolitionsApplicable Stat Bonuses: Ag/Sd/Sd
    Bonus for preparation and setting of explosive charges. This skill is used when the character desires specific results from an explosive charge (e.g., to force the blast in one direction, or to cut down on shock waves, etc.) This skill covers all general knowledge of various explosives and their capabilities (e.g., to determine exactly how much of a specific explosive is require to blast down aspecific structure).

    Disarm (Armed)Applicable Stat Bonuses: Ag
    Bonus to remove a foe's weapon with your own. If successful, the opponent must make a successful RR vs the level of the disarming level.

    Disarm (Unarmed)Applicable Stat Bonuses: Ag
    Bonus to remove foe's weapon with your bare hands. If successful, the opponent must make a successful RR vs. the level of disarming level.

    Grappling HookApplicable Stat Bonuses: Ag
    Bonus when throwing agrappling hook and making it stick at the intended target area. The hook can be thrown up to 20 feet horizontally and 10 feet vertically.

    Guerilla TacticsApplicable Stat Bonuses: Sd/Ag
    Bonus for the use of tactics involving Quiet subversion by small units. Usually these groups fight intermittently, spending the rest of the time hiding out from the authorities. An example ofthis skill might be the assault on a prison camp to rescue comrades. Such an attempt would involve the development of stages of assault, direction of attack, prime targets, timing action and synchronizing it with other's activity, etc.

    Heavy Energy ProjectileApplicable Stat Bonuses: In/Ag
    This skill bonus is applicable as acombat OB when using an energy cannon of Mk.6 or greater.

    LancingApplicable Stat Bonuses: St/Ag
    Bonus for using complex lancing (mounted) maneuvers, such as tilting, skewering rings in atourney, etc.

    Maneuver in Armor (Soft Leather)Applicable Stat Bonuses: Ag
    Bonus to carrying out movement in Soft Leather.

    Maneuver in Armor (Rigid Leather)Applicable Stat Bonuses: Ag
    Bonus to carrying out movement in Rigid Leather.

    Maneuver in Armor (Chain)Applicable Stat Bonuses: Ag
    Bonus to carrying out movement in Chainmail.

    Maneuver in Armor (Plate)Applicable Stat Bonuses: Ag
    Bonus to carrying out movement in Platemail.

    Maneuver in Armor (LBA)Applicable Stat Bonuses: Ag
    Bonus to carrying out movement in Light Body Armour.

    Maneuver in Armor (ABS)Applicable Stat Bonuses:Ag
    Bonus to carrying out movement in Armoured Body Suit.

    Maneuver in Armor (AEX)Applicable Stat Bonuses: Ag
    Bonus to carrying out movement in Armoured Exoskeleton.

    Maneuver in Armor (Powered Armor)Applicable Stat Bonuses: Ag
    Bonus to carrying out movement in Powered Armour Suits.

    Martial ArtsApplicable Stat Bonuses: St/Ag
    Bonus to Making an unarmed attack / block or throw using Martial Arts.

    Missile ArtilleryApplicable Stat Bonuses: In/Ag
    his skill bonus is part of the total combat OB when using Missile Artillery.

    Mounted Weapon AmbushApplicable Stat Bonuses: In/Sd
    Very similar in concept to normal Ambush and Sniping, this allows an energy projector, or projectile gunner to strike an opponent more precisely than normal, as reflected in manipulation of the critical roll.

    Projectile GunneryApplicable Stat Bonuses: In/Ag
    This skill bonus is the combat OB applied when using non-explosive projectiles such as autocannons, ground-basedartillery, anti-aircraft guns, etc.

    Quick-drawApplicable Stat Bonuses: Qu/Ag
    Bonus for performing an attack draw. The skill is a quick-draw technique to get a weapon from scabbard/holster into battle very quickly. 1 rnd is normally used for drawing new weapons, but this skill may be used to speed this up.

    Reverse StrokeApplicable Stat Bonuses: Ag/Re
    Bonus for applying one's melee OB against an opponent to one's flack or rear without turning or changing position. In such a situation, the applicable OB is the normal OB used to such attacks.

    Stunned ManeuverApplicable Stat Bonuses: None
    Bonus used in place to normal maneuver bonus while stunned.

    SubduingApplicable Stat Bonuses: None
    Skill used when trying to deliver a knock out blow to an opponent without causing injury or death.

    TIERingApplicable Stat Bonuses: Sd/Em
    Thought Interfaced Electronic Resonance - A form of Mind attacking Martial Arts. These are used to help fight off effetcts of the mind under the control of a second entitiy. (mind control, mental pain, dreams, nightmares, fear, etc ...).

    Tumbliing AttackApplicable Stat Bonuses: Ag/Sd
    Bonus for attacking an opponent from a tumble maneuver with a weapon. Skill bonus of the tumbling attack is the percentage of the weapon's OB that may be used during the attack, the reminder may be added to the attackers DB for that attack round.

    Tumbliing EvasionApplicable Stat Bonuses: Ag/Qu
    Bonus for evading an attack by using tumbling maneuver. The skill bonus is added to the DB. This skill is rolled for during the round that the skill is actively used. Individual may not parry, use a shield, or attack while using this skill.

    Two Weapon ComboApplicable Stat Bonuses: St
    This skill is used in two weapon combinations. With this skill, the user may engage in two weapon combat without the -20 modifier to each weapon. He gains 2 attacks each round, and may engage two opponents providing he is within range of both. (The basic cost is equal to the cost of learning both weapons added together.). Only one combination of two weapons can be developed.

    Weapon CategoryApplicable Stat Bonuses: St/St/Ag
    These skills determine a character's effectiveness when using weapons in combat.
    Weapon categories are as follows - 1 Handed Projectile, 2 Handed Projectile, Support Projectile, 1 Handed Energy, 2 Handed Energy, Support Energy, Portable Launchers, 1 Handed Edged Weapons, 1 Handed Crushing Weapons, 2 Handed Weapons, Bows, Thrown Weapons, and Pole Arms.
    YadoApplicable Stat Bonuses: Qu/Ag
    Bonus for using the body (hands, etc.) or a weapon or a shield to deflect or even catch a thrown weapon or missile directed at the user. All missiles must be in the user's field of vision; each deflection attempt must be rolled separately, and the user must split his Yado bonus between them.

    AmbushApplicable Stat Bonuses: None
    This is the ability to make avery precise attack. To use his ambush skill, acharacter must approach his foe undetected and be able to strike before the foe can react.

    Silent KillApplicable Stat Bonuses: Ag/In
    Bonus for striking an opponent silently. If successful, the opponent cannot cry out or sound an alarm. This skill does not include the approach to the victim, and is rolled prior to the attack roll.

    SnipingApplicable Stat Bonuses: None
    Similar to Ambush skill, Sniping allows an attacker using a single shot projectile or adirected energy weapon (e.g., stunners, lasers, etc.) to adjust a critical roll against an unaware target.

    TargetingApplicable Stat Bonuses: None
    Bonus is added to an attack roll with given weapon that targeting skill has been developed for. However, the bonus can only be added when the target is unaware of the impending attack, and is either stationary, or moving slowly in apredictable manner.

    Use / Remove PoisonApplicable Stat Bonuses: Ag/In
    Bonus for handling, caring and storing of poisons. Allows the individual to use poison without accidentally poisoning himself or rendering the poison useless.

    Chemical Engineering (Industrial)Applicable Stat Bonuses: In/Re
    This skill enables the character to modify and produce new synthetic matenals, e.g., plastics, nylons, etc. That is, as long as equipment and materials are available.

    Chemical Engineering (Medical)Applicable Stat Bonuses: In/Re
    This skill is similar to the Industrial counterpart. However, the skill involves the design and development of pharmaceuticals and toxins. This skill may be used to develop them from raw materials or to refine and enhance a currently existing product. However, this skill may also be used to reduce the effects of medicinal materials. For example, to produce a derivative of a healing drug that will be twice as effective, or to produce a toxin derivative that will produce a similar, but weaker effect than its parent.

    Civil EngineeringApplicable Stat Bonuses: In/Re
    This bonus is applied to all maneuvers involving the design and modification of public utilities. This may include waterworks, power distribution, roadways, parks, etc. Such askill is used for handling the needs of communities of any size.

    Computer EngineeringApplicable Stat Bonuses: In/Re
    This is a deeply involved skill which includes the designing aspects of computer systems. This includes a concentration on program development, and facets of software engineering, as well as the creation of new computer languages. This skill also includes the designing and modification of new logic and memory systems. (e.g., newforms of computer chips, memory discs, modes of memory access, etc. are some possibilities).

    Crime EngineeringApplicable Stat Bonuses: In/Re
    This skill involves the design and modification of those devices directly involved with various fields of crime and criminal apprehension.

    Cybernetic EngineeringApplicable Stat Bonuses: Ag/Me
    Bonus for the maintenance, repairs, and construction (from blueprints or diagrams) of robots and androids as well as bionic body parts. This skill encompasses all aspects of robotics, androids, and bionic parts, including mechanical, power supply, electronic systems, and computers. However, this does not include such work as the installation of bionic parts on or into a patient.

    Electrical EngineeringApplicable Stat Bonuses: In/Re
    Bonus for the designing and modification of electronic systems.

    Environmental EngineeringApplicable Stat Bonuses: In/Re
    Bonus for the study of the stability of an environment and how to recreate its conditions in a controlled setting. This skill includes the use of environmental devices/machinery to sustain an artificial environment. With the use of this skill a researcher may also design a complete environment from scratch, and determine how to make it self-sustaining. However, such afeat would be very complex.

    Genetic EngineeringApplicable Stat Bonuses: In/Re
    This skill is an advanced understanding of genetic principles, not simply genetic influences. This skill encompasses the abilityto construct breeding patterns and match pairs of entities to achieve specific goals and to reinforce specified genetic trends. This skill and its relative fields of coverage may often be referred to as Eugenics.

    Mechanical EngineeringApplicable Stat Bonuses: In/Re
    This skill involves the design and modification of mechanical systems involving moving parts, excluding those things falling into other engineering skills.

    Medical EngineeringApplicable Stat Bonuses: Re/Me
    Bonus for the design and modification of medical tools and equipment. This skill covers various fields extending from surgical instruments to artificial limbs and life preservation units. Although this includes other technical skills such as electronics, computer, and mechanical, this skill focuses on the application of such knowledge for medical devices and systems only.

    Power Systems TheoryApplicable Stat Bonuses: In/Re
    This is the design and development of power systems for producing large and small quantities of energy, as well as propulsion systems for various types of craft.

    Sanitation EngineeringApplicable Stat Bonuses: In/Re
    Bonus for the design and maintenance of waste disposal and recycling systems for a given set of circumstances (e.g., city, starship, environmental suits, etc.)

    Sound EngineeringApplicable Stat Bonuses: In/Re
    Bonus for setting acoustic stability in a given area. This skill also allows an intimate understanding of sound and the ability to manipulate it in various ways for various purposes (e.g., with the proper equipment, one. could use sound waves for a type of weapon, or simply a destructive force, or for effects similar to a soothing massage).

    Structural EngineeringApplicable Stat Bonuses: In/Re

    Undersea EngineeringApplicable Stat Bonuses: In/Re
    Bonus forthe design of structures to withstand the forces of the deep ocean. This skill also includes all plans for altering the sea floor for whatever reasons deemed necessary (e.g., leveling off aportion of sea floor for construction or kelp farming, and designing it to prevent destruction due to currents, or substrata motion, etc.).

    Weapons DesignApplicable Stat Bonuses: In/Re
    The design and modification of weapons, complimentary to Technics skill.

    AppraisalApplicable Stat Bonuses: In/Re
    Bonus for determining or estimating the value of an object or goods other than armor, metal, stones, or weapons. Similar skill rules apply to all but armor, metal, stones or weapons.

    Armor EvaluationApplicable Stat Bonuses: In/Re
    This is abonus for determining the value and quality of armor.

    Metal EvaluationApplicable Stat Bonuses: In/Re
    Bonus for determining the value and quality of metal objects in worked, refined or raw condition.

    Stone EvaluationApplicable Stat Bonuses: In/Re
    Bonus for determining the value and quality of stone objects and gems in worked, refined or raw condition.

    Weapon EvaluationApplicable Stat Bonuses: In/Re
    Bonus for determining the value and the quality of a weapon.

    AdvertisingApplicable Stat Bonuses: In/Re
    Bonus for successfully marketing a product or service.

    AgricultureApplicable Stat Bonuses: Re/Em
    Bonus for growing crops in large quantities. Also to be used for determining possible hazards to the crops, amounts of nutrients, fertilizers, pest controlling agents, etc. for proper growth. This skill does not include the use of farming equipment.

    Art (Commercial)Applicable Stat Bonuses: In/Ag
    Bonus for designing the appearance of products or displays in order to make them appeal to the general target group in the market. This skill does not involve the advertising campaign, but may be easily used in conjunction with the advertising skill.

    Armor WorkingApplicable Stat Bonuses: Ag/Sd
    Bonus for the recognition of damage to armored suiting, and for the repair of the found damage.

    CookeryApplicable Stat Bonuses: Re/Ag
    Bonus when detecting bad food, or preparing or neutralizing dangerous herbs and food ingredients. Includes poison preparation as well as normal cooking. The following is a partial listing of cookery skills. Baking, Brewing, Curing, Winery, Poisoner.

    CommunicationsApplicable Stat Bonuses: In/Re
    This skill grants abonus when using any construct communication devices.

    CraftingApplicable Stat Bonuses: Re/Ag
    Bonus for the particular Crafting skill such as
    - Barbering, Bartending, Bookmaker, Calligraphy, Candle Maker, Ceramics, Child Care, Clerical, Connoisseur, Cooper, Counselor, Critic, Current Events, Dying, Embalmer, Embroidering, Enameler, Furrier, Glass Blower, Guide, Knitting, Machine Shop, Masseur/Masseuse, Messenger/Runner, Miller, Mixology, Net Maker, Paper Making, Potter, Quilting, Roofer, Sail Maker, Sales Clerk, Scribe, Seneschal, Spinner, Stewardship, Tailoring, Taxidermist, Trapper, Trivia, Tube Hollower, Upholstery, Valet, Vehicle Body Repair, Weaving, Wicker Work.
    DrivingApplicable Stat Bonuses: Ag/Qu
    This skill is useful only in regard to land vehicles whichinctude ground effects vehicles (as well as animal-drawn crafts).

    Efficiency ExpertApplicable Stat Bonuses: In/Em
    This skill is used to reduce the amount oftime required to complete repairs, research or construction work.

    Electronic DiagnosisApplicable Stat Bonuses: In/Re
    Bonus for determining what is wrong with a defective piece of electronic equipment. This skill does not provide the character with knowledge to repair malfunctioning or damaged equipment.

    Emergency Env_ Suit RepairApplicable Stat Bonuses: Ag/In
    This skill is aspecialized training in what to do in case of amalfunction in one's environmental suit, or if it springs aleak. This skill can be used to repair damage from the inside at -20 on the roll.

    FabricationApplicable Stat Bonuses: Sd/Re
    Bonus for using heavy equipment to shape specific forms out of various mediums.

    FashionApplicable Stat Bonuses: In/Em
    Bonus for designing fashionable clothes, as well as keeping up with the current trends in fashion. This skill could be used to start a new fashion style if the character really tried.

    FletchingApplicable Stat Bonuses: Ag/Sd
    Bonus for making an arrow out of available wood, metal, paper, and/or feathers.

    Food ProcessingApplicable Stat Bonuses: Re/Ag
    Bonus for the preparation of large quantities of nutritional material for eating, or for preservation by any number of methods (freezing, vacuum packing, addition of preservatives, etc.) This skill also includes the production of synthetic nutritional substitutes.

    GimmickryApplicable Stat Bonuses: In/Re
    Bonus for making plans for an uncommon or not yet invented item. The character does not receive materials or other essentials for the production of items (such as mathematics, steel, wood carving, etc.) The GM must approve the creation of an item for it to be included in his universe.

    Health CareApplicable Stat Bonuses: Me/Re
    Bonus for recognizing conditions that are good and bad for one's health and what the effects may be over tirfJe. This skill also covers the recognition of nutritional value of foods, and what amount of nutritional intake is required for proper health. This skill may also be used for the development of diet techniques for weight control, and so on.

    Heavy Machine OperatorApplicable Stat Bonuses: Ag/Sd
    Bonus for the use of heavy machinery such as factory equipment (mUlti-ton presses, fork lifts, loaders, cranes, bulldozers, etc.)

    HorticultureApplicable Stat Bonuses: Re/Em
    Bonus for growing flowers, fruits, fungi, and vegetables. Basically speaking this is a gardening skill, growing plants on a small scale, as opposed to Agriculture.

    Interior DesignApplicable Stat Bonuses: In/Em
    Bonus for the design and rearrangement of living conditions for greater comfort. This skill includes choosing colors best suited for lighting conditions, mood setting, etc. Furniture selection and arrangement for emphasizing different periods and styles, and combining it with the house's design for best effects. This skill also includes remodeling knowledge (e.g., painting, wallpapering, moving walls, rearranging space, etc.).

    Leather WorkingApplicable Stat Bonuses: Ag/Re
    Bonus for working with hides and creating leather goods out of them (e.g., leather armor, bolas, boots, clothing, etc.) Apartial leather craft listing follows: • Gobbler: making of shoes and boots. • General Grafts: wallets, belts, etc. •Saddler: making of saddles and other horse trappings. • Tanner: turning of hides into leather. • Tooler: decorating leather with imprinted designs and coloring it.

    Mechanical Diag.Applicable Stat Bonuses: In/Em
    Bonus for understanding basic Machanics and overall Machinery as well as determining their working condition. This skill does not include the use of equipment such as Repair Sacanners, but does include the use of diagnostic testing procedures which may include the use of information obtained from a Repair Sacanners or similar device.

    Music TechnologyApplicable Stat Bonuses: Ag/In
    Bonus for performing non-eIectronic repairs on musical instruments. This may be anything from replacing a string (Routine) to reassembling the body of an instrument (Very Complex), to repairing valves (Very Complex).

    PaintingApplicable Stat Bonuses: In/Ag
    Bonus for painting an object or picture. This skill may also be used for artistic skills involving drawing, ink rendering, etc.

    Play InstrumentApplicable Stat Bonuses: Ag/Me
    Bonus for playing an instrument. There are three major divisions of instruments: Strings, Winds, and Percussions. When this skill is selected for development, the major division must be assigned at that time.

    PhotographyApplicable Stat Bonuses: Em/In
    Bonus for taking pictures with non-sophisticated equipment, or under unusual and difficult circumstances (poor lighting, highspeed objects, objects currently out of phase, photographic representations of energy fields, etc.) However, some ofthese attempts will undoubtably require special equipment. This skill also covers the ability to develop pictures' from film of different types.

    Rope MasteryApplicable Stat Bonuses: Me/Ag
    Bonus proficiency in knot recognition, knottying, braiding, and splicing, or when making amaneuverwhile suspended from a rope or analogous flexible line, or when throwing aline.

    SculptingApplicable Stat Bonuses: In/Ag
    Bonus for making 3D art forms through the molding of malleable materials or the carving of hard materials.

    SkinningApplicable Stat Bonuses: Ag/In
    Bonus for the removal, preservation, and caring of animal skins.

    SmithingApplicable Stat Bonuses: St/Ag
    Bonus for working with normal metals to create or repair desired objects (e.g., horseshoes, metal ornaments, etc.) Bonus for oven or kiln bUilding, and doubling the effects of fires. This skill only applies to metal work which is done by hand (no high voltag.e metal shapers, rivet guns, etc.) The following is a partial listing of smithing crafts: - Armorer: making of metal armor consisting of iron or steel - Blacksmith: making of small iron wares, Such as horseshoes, etc. - Bronzesmith:working and casting of bronze - Copper smith: working and casting of copper - Etcher: decorating of metals - Fire Starting: starting of fires - Foundry: casting, rolling, cutting and spinning of iron - Gold smith: working of gold into ornamental and functional items - Iron smith: making of iron wares - Silver smith: working of silver into ornamental and functional items - Tin smith: - working of tin into ornamental and functional items - Tooler: making of metal tools - Weapon smith: making of metal weapons, usually of iron or steel.

    Stone CraftsApplicable Stat Bonuses: Ag/Sd
    Bonus for working with stone and creating sculptures, writings or any other form of inscription or relief. The following is apartial list of some stone crafting skills: • Brickmaker: making of bricks • Gem Cutter: cutting and setting of stones and gems • Masonry: making of buildings, bridges, roads, etc. from bricks and stones • Stone Carving: the carving of stone • Stone Cutter: cutting and shaping of large stones from aquarry

    Tactical GamesApplicable Stat Bonuses: Re/Me
    Bonus for playing games which contain very little chance element, such as chess or go.

    Teleporter OperationsApplicable Stat Bonuses: Ag/In/Re
    Bonus for operating teleporters under varying conditions. This skill does not include any general maintenance of the complex machinery.

    Urban DesignApplicable Stat Bonuses: In/Re
    Bonus for the designing of cities and for determining a city's needs and solving the problems involving its' operational systems (e.g., some systems which may be designed or modified for a city might include transportation systems, sanitation systems, water systems, etc.). This skill also includes the ability to study maps or aerial views of a city and being able to distinguish the various parts of the city, main travel routes, power supply depots, and the separation of the different systems involved in the city's operation.

    Wood CraftsApplicable Stat Bonuses: Ag/Em
    Bonus for fashioning any object out of the required amounts of wood, bone, or similar material. The following is apartial listing of wood crafts: • Carpentry: cabinet maker • Cart Wright: maker of carts, wagons, and other similar vehicles • Building Wright: construction of buildings from wood • Lumbering: the felling of trees • Ship Wright: building of sea-going vessels from wood • Wheel Wright: maker of wheels • Wood Carving: carving of wood.

    AcrobaticsApplicable Stat Bonuses: Ag/Qu
    Bonus for in-air maneuvers or swinging on objects. (e.g., flying or levitating). This skill also helps to reduce the effects of falls.

    ContortionsApplicable Stat Bonuses: Ag/Sd
    Bonus for manipulating one's body in order to move through small openings or to absorb sudden crushing impacts (other than fails). Helps to escape from bonds, etc.

    Gymnastic EventsApplicable Stat Bonuses: Ag
    Bonus for performing gymnastic events for oneself, audiences, or for general maneuvers. This skill can be used for gymnastic maneuvers on gymnasium equipment, or on similar structures.

    JugglingApplicable Stat Bonuses: Ag/In
    Bonus for tossing up objects and manipulating them in such amanneras to keep them up in the air.

    JumpingApplicable Stat Bonuses: St/Ag
    Bonus for jumping maneuvers either running or from a standing position.

    Pole VaultingApplicable Stat Bonuses: St/Ag
    Bonus for handling a pole to surmount or cross over an obstacle.

    Stilt WalkingApplicable Stat Bonuses: St/Ag
    Bonus for all maneuvers performed while on stilts.

    Tightrope WalkingApplicable Stat Bonuses: Ag/Sd
    Bonus for maneuvering along narrow surfaces.

    TumblingApplicable Stat Bonuses: Ag/Sd
    Bonus for horizontal dives, rolling, vaulting maneuvers, or swinging on stationary objects. Also used to decrease the damage one takes from a fall.

    CryptologyApplicable Stat Bonuses: In/In/Re
    Bonus for deciphering codes of all kinds, whether they are substitution, pattern forming, or whatever ingenious method is used. The more complex the code, the more difficult it is to decipher. This skill may also be used to translate hieroglyphics, or alien languages. However, one should realize that the deciphering of alanguage is not an easy task.

    JournalismApplicable Stat Bonuses: Pr/Re
    Bonus for writing and presentation of information in a direct, accurate, and understandable format, consisting of facts and occurrences. Tl:!is form of writing spends little time on analysis and interpretation. Journalism consists of the collecting, writing, editing, and publishing of materials for news and articles. Such writing may be on any topic provided the research materials are available for finding the necessary facts.

    LanguageApplicable Stat Bonuses: none
    In Space Master it is obvious that there will be a large variety of cultures and languages. There is no such thing as a common tongue or an alignment language, although there may be very widespread languages. However, a GM can allow common tongues (Basic) if he so wishes.

    Lip ReadingApplicable Stat Bonuses: In/Re
    Bonus fro reading lips and sign language. Lip reading is only possible with languages that the reader know.

    MimicryApplicable Stat Bonuses: In/Sd
    Bonus for imitating various sounds including voices.

    MusicApplicable Stat Bonuses: Ag/Em
    Bonus for writing music language which other musicians can understand and use.

    Poetic ImprovApplicable Stat Bonuses: In/Re
    Bonus for composing a poem.

    PropagandaApplicable Stat Bonuses: In/Em
    Influencing others through indirect means, rather than direct speech. Includes such ideas as starting rumors, as well as designing large campaigns.

    Public SpeakingApplicable Stat Bonuses: Em/Pr
    This skill provides a bonus for impressing, entertaining, or even manipulating groups of people directly.

    SignalingApplicable Stat Bonuses: Me/Sd
    Bonus when using any form of signal communications.

    SingingApplicable Stat Bonuses: Pr/In
    Bonus for attempts to mimic tunes and vocalized notes.

    Tale TellingApplicable Stat Bonuses: Pr/Me
    Bonus for reciting and writing stories.

    TradingApplicable Stat Bonuses: Re/Em
    Bonus for transactions involving a bargained exchange of money or goods, particularly with respect to rolls on purchase or resale price.

    VentriloquismApplicable Stat Bonuses: Sd/In
    Bonus for throwing one's voice so that it seems to originate from a point of the ventriloquist's choice. Range is 1 meter per lvl.

    AttunementApplicable Stat Bonuses: Em/In
    The skill deals with the development of a "oneness" with an item. This orientation of the skill will be very useful when dealing with devices or items that interact directly with the central nervous system.

    ChannelingApplicable Stat Bonuses: In
    This is the skill of transmitting and receiving power between two willing individuals over any distance, provided that contact can be made.

    Circle LoreApplicable Stat Bonuses: Me/Re
    Bonus on using circles in conjunction with Circles of Power and Circles of Protection spells. Also allows non-magical research in defining, identifying new "Circles" in which to add to one's repertoire of circle spells.

    Directed SpellsApplicable Stat Bonuses: Re/Me

    DivinationApplicable Stat Bonuses: Re/Me

    Magic LanguagesApplicable Stat Bonuses: Re/Me

    Magic RituaiApplicable Stat Bonuses: Re/Me

    Power PerceptionApplicable Stat Bonuses: Re/Me

    Power Pl. DevelopmentApplicable Stat Bonuses: Re/Me

    Power ProjectionApplicable Stat Bonuses: Re/Me

    Psionic PerceptionApplicable Stat Bonuses: Re/Me

    Psionic TrainingApplicable Stat Bonuses: Re/Me

    RunesApplicable Stat Bonuses: Re/Me

    Spell/Psion AcquisitionApplicable Stat Bonuses: Re/Me

    Spell/Psion MasteryApplicable Stat Bonuses: Re/Me

    Symbol LoreApplicable Stat Bonuses: Re/Me

    Targeting (psionic)Applicable Stat Bonuses: Re/Me

    Transcend ArmorApplicable Stat Bonuses: Re/Me

    Warding LoreApplicable Stat Bonuses: Re/Me

    Detect TrapsApplicable Stat Bonuses: In
    Bonus for detecting inanimate traps or ambushes.

    Direction SenseApplicable Stat Bonuses: In/Re
    Bonus for determining which way is north, or any other specific directioin, such as "home" without the aid of navigational Instruments. Skill is useful when determining direction while underground, during the darkest night, without stars, moon, or other night lights.

    Electronic SurveillanceApplicable Stat Bonuses: Sd/Re
    Bonus for the use and placement of electronic devices for monitoring and recording activity in an area beyond visual range.

    General PerceptionApplicable Stat Bonuses: In/In/Re
    This skill affects how much information and how many clues a character gets through observation. It may be used to notice the right things, to find carelessly hidden objects, to see that pile of old clothes in the corner, to notice the imperfection in the wall that may hide a hidden door.

    Lie PerceptionApplicable Stat Bonuses: In/Re
    Bonus for determining if one is being lied to. However, acting skill on the part of the liar is a negative modifier for the perception attempt.

    Locate Secret OpeningApplicable Stat Bonuses: In/Re
    Bonus for spotting hidden Openings.

    Poison PerceptionApplicable Stat Bonuses: In/Re
    Bonus for perceiving the presence of poison in or on an item or object.

    Read TracksApplicable Stat Bonuses: In/Re
    Bonus to identify a given set of tracks. Detailed information about the tracks can be obtained such as type of creature, age of tracks, weight of creature, speed at which the creature was moving, backtracking, etc. This skill is used for identifying the tracks, and the skill Tracking is used for following tracks.

    Sense AmbushApplicable Stat Bonuses: In/Re
    Bonus to detect animate traps, ambushes or assassination in progress.

    Sense Reality WarpApplicable Stat Bonuses: In/Em
    Bonus to determine if the natural order of reality has or is going through turmoil (e.g., dimensional gate opening or closing, power fluctuation which disturbs or causes the fabric of space to shift, holes in the space-time continuum, etc.).

    SurveillanceApplicable Stat Bonuses: Sd/Re
    Bonus for close observation, especially of a suspected spy or criminal.

    Time SenseApplicable Stat Bonuses: In/Me
    Bonus for determining the time of day or how much time has passed over a specific period.

    TrackingApplicable Stat Bonuses: In/Re
    Bonus for tracking maneuvers and following of a trail left by someone or something such as footprints, broken branches, crushed glass, hanging pieces of cloth, etc. The skill Read Tracks gives tracker the significant details of the tracks.

    DiplomacyApplicable Stat Bonuses: Re/Me

    DupingApplicable Stat Bonuses: Re/Me

    GamblingApplicable Stat Bonuses: Re/Me

    InterrogationApplicable Stat Bonuses: Re/Me

    Labor RelationsApplicable Stat Bonuses: Re/Me

    LeadershipApplicable Stat Bonuses: Re/Me

    SeductionApplicable Stat Bonuses: Re/Me

    CavingApplicable Stat Bonuses: Re/Me

    ForagingApplicable Stat Bonuses: Re/Me

    Hazard ControlApplicable Stat Bonuses: Re/Me

    Hostile / Alien EnviromentApplicable Stat Bonuses: Re/Me

    Region LoreApplicable Stat Bonuses: Re/Me

    ScroungeApplicable Stat Bonuses: Re/Me

    streetwiseApplicable Stat Bonuses: Re/Me

    SurvivalApplicable Stat Bonuses: Re/Me

    Computer TechnicsApplicable Stat Bonuses: Re/Me

    Crime TechnicsApplicable Stat Bonuses: Re/Me

    Cybernetic TechnicsApplicable Stat Bonuses: Re/Me

    Electrical TechnicsApplicable Stat Bonuses: Re/Me

    Genetic TechnicsApplicable Stat Bonuses: Re/Me

    Mechanical TechnicsApplicable Stat Bonuses: Re/Me

    Medical TechnicsApplicable Stat Bonuses: Re/Me

    Power Systems TechnicsApplicable Stat Bonuses: Re/Me

    Teleporter TechnicsApplicable Stat Bonuses: Re/Me

    Weapons TechnicsApplicable Stat Bonuses: Re/Me

    Abnormal PsychologyApplicable Stat Bonuses: Re/Me

    Animal HealingApplicable Stat Bonuses: Re/Me

    AstronomyApplicable Stat Bonuses: Re/Me

    AstrophysicsApplicable Stat Bonuses: Re/Me

    AtmosphericsApplicable Stat Bonuses: Re/Me

    AutopsyApplicable Stat Bonuses: Re/Me

    Biology (general)Applicable Stat Bonuses: Re/Me

    BiochemistryApplicable Stat Bonuses: Re/Me

    BotanyApplicable Stat Bonuses: Re/Me

    ChemistryApplicable Stat Bonuses: Re/Me

    Cryogenic Emerg. ResuscitationApplicable Stat Bonuses: Re/Me

    Cryogenic OperationApplicable Stat Bonuses: Re/Me

    CryonicsApplicable Stat Bonuses: Re/Me

    CyberneticsApplicable Stat Bonuses: Re/Me

    Drug TherapyApplicable Stat Bonuses: Re/Me

    Drug ToleranceApplicable Stat Bonuses: Re/Me

    EcologyApplicable Stat Bonuses: Re/Me

    First AidApplicable Stat Bonuses: Re/Me

    GeneticsApplicable Stat Bonuses: Re/Me

    HypnosisApplicable Stat Bonuses: Re/Me

    Internal MedicineApplicable Stat Bonuses: Re/Me

    Medical DiagnosisApplicable Stat Bonuses: Re/Me

    Medical PracticeApplicable Stat Bonuses: Re/Me

    Medical SciencesApplicable Stat Bonuses: Re/Me

    MetallurgyApplicable Stat Bonuses: Re/Me

    MidwiferyApplicable Stat Bonuses: Re/Me

    Nulcear PhysicsApplicable Stat Bonuses: Re/Me

    OceanographyApplicable Stat Bonuses: Re/Me

    Physics (general)Applicable Stat Bonuses: Re/Me

    PlanetologyApplicable Stat Bonuses: Re/Me

    PsychiatryApplicable Stat Bonuses: Re/Me

    Second AidApplicable Stat Bonuses: Re/Me

    SurgeryApplicable Stat Bonuses: Re/Me

    Tachyon PhysicsApplicable Stat Bonuses: Re/Me

    TemporaVOimensional PhysicsApplicable Stat Bonuses: Re/Me

    ZoologyApplicable Stat Bonuses: Re/Me

    Empathy

    Empathy

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    The Empathy list differs from the Metabolic Control list primarily in that it can be used to heal wounds on other beings. Some of these Psions act more quickly than those in the Metabolic Control list. It should be noted that Einpaths are rare individuals. An Empath may consciously keep a subconscious healing Psion from activating.
    Level Name Range Duration type
    01 Transfer I Touch Permanent * H
    02 Clotting III Self Permanent * S H
    03 Cut Repair I Self Permanent * S H
    04 Pain Relife True Self Permanent * S H
    05 Tissue Repair Self Permanent * S H
    06 Clotting True Self Permanent * S H
    07 Fracture Repair Self Permanent  * S H
    08 Mask Pain Self Permanent * S H
    09 Cut Repair True Self Permanent * S H
    10 Transfer True Touce Permanent * H
    11 Neutralize Poison Self Permanent * S H
    12 Tissue Repair Self Permanent * S H
    13 Mask Pain True Self Permanent * S H
    14 Fracture Repair True Self Permanent * S H
    15 Regeneration Self Permanent * S H
    20 Lord Empathy 30 meters Permanent * H
    25 Regeneration True Touch Permanent * S H
    30 Empathic Trance Self Varies * S H
    50 Empath Self Varies * H

    • 01 - Transfer I
    The Telepath need only touch the injured party, and the wound is transferred to the Telepath in only one round (both must be 'static'). This transfer costs 1 Psion Point per wound or injury. Even a 1st level Telepath could transfer any injury - though he might not survive long afterwards. Once transferred, the injuries are as if the Telepath had actually received them (e.g. they bleed, etc.), and can be healed using the Psions below.

    • 02 - Clotting III
    Will close a wound of up to 3 hits bleeding severity per round. The patient cannot move appreciably or the wound will reopen

    • 03 - Cut Repair I
    As Clotting except one hit of bleeding is permanently stopped every round. Wound is fully healed.

    • 04 - Pain Relief True
    1 hit per round of concussion damage is relieved, this Psion's effects will continue until the caster has 0 hits. If he is conscious, caster may keep this Psion from "Subconsciously" activating.

    • 05 - Tissue Repair
    Caster is able to repair one damaged (but not "destroyed") muscle or tendon (or similar tissue). This requires 10 minutes.

    • 06 - Clottign True
    Any one bleeding wound is instantly closed. Cut Repair is necessary to completely heal the wound, however.

    • 07 - Fracture Repair
    This Psion will repair bone or cartilage which is broken but not shattered or destroyed. The process takes 10 minutes.

    • 08 - Mask Pain
    Allows the caster to absorb an additional 50% of the hits he or she could normally before losing consciousness.

    • 09 - Cut Repair True
    As Clotting True except bleeding wound is completely closed and healed.

    • 10 - Transfer True
    Utilizing this Psion, the Empath may Transfer as many wounds as desired upon himself, moving from patient to patient if desired.

    • 11 - Neutralize Poison
    Consider the poison to be the Psion target, and it must make a RR vs attack. RR failure means that the poison is permanently rendered harmless (and the Empath is immune from this poison forever). The process takes 1 minute.

    • 12 - Tissue Repair True
    Caster is able to repair one damaged muscle or tendon (or similar tissue) in but 1 minute. A destroyed tissue may be regenerated in 10 minutes (though the caster must remain immobile).

    • 13 - Mask Pain True
    Allows the caster to absorb twice the hits he or she could normally before losing consciousness. Note that hits may never exceed hit capacity plus Constitution.

    • 14 - Fracture Repair True
    Caster is able to repair one damaged (including shattered) bone or cartilage in 1 minute. A destroyed bone may be regenerated in 10 minutes (though the caster must remain immobile).

    • 15 - Regeneration
    Caster can regenerate lost limbs, damaged or destroyed organs (basically any body parts except the brain) while in a trance. If caster is supposed to die from such a wound, this Psion will not save him unless the repair is completed before he 'dies'. Time required varies: - 5-100 days for a limb (finger to leg); - 10 days for a damaged organ; - 50 days for a destroyed organ. If the heart, liver, etc is destroyed or damaged, the caster will die unless he is in a Medstasis unit or otherwise kept artificially alive. If the organ is a kidney, eye, etc., he will likely hold out.

    • 20 - Lord Empath
    With this Psion the Empath may "reach out" Psionically and take upon him/herself a wound from up to 30 meters away. Because of the strain and complexity, only one wound may be taken and healed at a time in this way.

    • 25 - Regeneration True
    Caster is able to regenerate lost limbs, damaged or destroyed organs (not the brain) while in a trance. Because of the nature of such injuries, the wound is not actually "transferred" (though a Transferral Psion must be cast in order to link the Empath and patient nervous systems). The patient's limblorgan is regenerated in 1-1 00 minutes (GM discretion; varies with severity) and kept alive in the meantime by the Empath's body. After the healing, the Empath lapses into a coma for 1-1 00 hours (hours equal minutes of healing required) while he recovers.

    • 30 - Empathic Trance
    Allows the Empath the unique ability to cast more than one healing Psion on themselves simultaneously. The normal limit is one per 10 levels at a time, but more are possible if the Empath's life is endangered otherwise. The Empath may also draw on as many as 3x per 10 levels their normal daily allotment of Psion Points, but is incapable of casting any Psion until they "catch up" (e.g., if the next three days worth of Psions ar used, they are unable to cast any for the next 3 days). He is in a Trance for the duration of regeneration.

    • 50 - Empath
    Once this Psion is cast, the Empath has free use of any of the Psions below. The only limitation is that a new Empath Psion must be cast for every set of injuries (e.g., the Empath takes on a group of injuries, casts Empath, heals, takes on another group of injuries, must cast Empath again).


    Optional Psions

    Level Name Range Duration type
    15 Neutralize Disease Self Permanent * S H
    25 Rejuvenate     H
    40 Empathic Bond 1km / level Permanent * S H
    60 Rejuvenation     H
    80 Empathic Bond True Unlimited Permanent * S H
    90 Reconstitution Touch Permanent H

    • 15 - Neutalize Disease
    As Neutralize Poison except that diseases may be "neutralized" and it takes 1 hour.
    • 25 - Rejuvenate
    Caster is able to reverse ten years of aging from his body. This includes regeneration of any organs which have deteriorated (except the brain; though it does retard brain cell death). Rejuvenating process takes about a decaday. Caster is only able to utilize this Psion safely once per year, at which time ten more years can be removed, until caster reaches post adoiescence (about 20). Psion must then be cast once/year to maintain youth, or accelerated aging begins: 1 yr/becaday until caster returns to real age (or perhaps death). If Psion is cast more frequently than once a year, caster risks genetic damage and malformation.
    • 40 - Empathic Bond
    Empath must be touching target when the Psion is initially cast; afterwards, any wounds taken by the target (as long as he is in range) are automatically transferred to the caster. Caster may break the Psion either permanently or temporarily at any time. Caster's unconscious will suspend it in any case if he is on the brink of death.
    • 60 - Rejuvenation
    Caster is returned to a youthful form in about 10 min. This Psion is ongoing and need not ever be cast again; caster remains locked in a youthful state until (whatever).
    • 80 - Empathic Bond True
    Unlimited As Empathic Bond except range is limitless.
    • 90 - Reconstitution
    Caster is able to completely reconstruct a being from a few tissue cells; age of the cells is not a factor, The original being must be dead for this Psion to function; it is not a "clone". Combining Reconstitution and an appropriate Transferral Psion could restore a transferred consciousness back to a reconstituted body.

    Interface

    Interface

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    The lnterface list deals with a Telepath 's ability to tap into electronic data storage systems. The computer being scanned/affected receives a RR based on it's Mk. # (Mk # equals level). If an Android, the Android level is used. Note that the designation "touch" for most means that the Telepath must be within 1 meter of the Central Processing Unit or in contact with a full-function terminal. Telepaths may use their Computer Technics skill as a direct bonus versus computer resistance rolls (not useable against Androids).
    Level Name Range Duration type
    01 Configuration Scan Touch - U
    02 Interface I Touch 1 minute / lvl U
    03 Utilize Language Touch Varies U
    04 Locate Data Touch - U
    05 Data Copy Touch - U
    06 Override Security I Touch - F
    07 Enhance I Touch Concentration F
    08 Data Search I Touch Concentration U
    09 Override Security Ill Touch - F
    10 lnterface True Touch 10 min / lvl F
    11 Enhance V Touch Concentration F
    12 Add Data Touch Concentration F
    13 Delete Data Touch Concentration F
    14 Override Security V Touch - F
    15 Enhance True Touch Concentration F
    20 Alter Data Touch Concentration F
    25 Purge Data Touch - F
    30 Alter Data True Touch Concentration F
    50 lnterface Master Touch 10 min / lvl F

    • 01 - Configuration Scan
    Telepath gains a basic understanding of the computer's nature: Mk. #, programs in memory, languages utilized. It also will provide the level and profession of an Android. It normally needs to be cast before the Telepath is able to utilize most of the Psions below.

    • 02 - lnterface I
    Allows the Telepath to directly link his nervous system with the circuits of a computer. It must be cast before the Telepath can employ the Data access and other Psions below.

    • 03 - Utilize Language
    Allows the Telepath to understand any one language used by the computer currently Interfaced with. This might be necessary in order to gain access to certain data, attempt a security override, etc.

    • 04 - Locate Data
    Caster may scan the database for specific (unrestricted) information related to one key term (such as a name) and read one file related to that term. This is not as sophisticated as Data Search, which allows the caster to quickly scan through all records related to a topic and select the one(s) desired. It is not very useful when dealing with large ship or planetary databases, being more appropriate for small equipment memory.

    • 05 - Data Copy
    Allows the caster to copy into his own memory one file located via Data scan (or called up using normal methods).

    • 06 - Override Security I
    Using this Psion, a Telepath may attempt to bypass a Level I security system. The security system resists at 10th level. Should the Telepath fail, he may try again after 25 hours. Once the Telepath has overridden a certain security program, a regular computer operator may then access the files (until log-off).

    • 07 - Enhance I
    By using this Psion, an lnterfaced Telepath can - enhance any computer processor by one Mk#. Normally the Telepath cannot perform in this manner for more than 1 minute per level per day.

    • 08 - Data Search I
    Caster may search a large database for any information which relates to a given topic, and quickly scan such for what is desired. Concentration is required, and the time may vary with complexity of the search.

    • 09 - Override Security Ill
    As Override Security I, except that caster may attempt to defeat Level II (20th Ivl) or Ill (30th Ivl) security programs.

    • 10 - lnterface True
    This Psion bypasses the need to cast Configuration Scan and Utilize language, and also has a longer duration.

    • 11 - Enhance V
    Similar to Enhance I, except caster may increase a computer's processing capacity by five Mk #'s.

    • 12 - Add Data
    Caster may add information to any memory storage system. He cannot add information to existing files (that is considered "alteration").

    • 13 - Delete Data
    Caster may delete part or all of one datafile. Programs, command files and basic system files cannot be deleted.

    • 14 - Override Security V
    As Override Security I except caster may attempt to defeat level IV (40th Ivl) and level V (50th Ivl) security.

    • 15 - Enhance True
    As Enhance I, but allows the caster to enhance a computer by Mk. #'s equivalent to his level. In cases where a computer's processing is crippled or destroyed, the Telepath can even act as the processor (up to their level in processing capacity). Normally the Telepath cannot perform in this manner for more than 10 minutes per level per day.

    • 20 - Alter Data
    Allows caster to alter the information on one datafile.

    • 25 - Purge Data
    Allows the caster to purge any datafile, group of datafiles related to a key term (e.g., a name) or any command, program or system file.

    • 30 - Alter Data True
    Allows caster to alter certain data every time it occurs, even in very large datafiles. Also allows the caster to alter a program.

    • 50 - lnterface Master
    After casting this Psion, the Telepath may freely cast any other Psions on the list.


    Optional Psions

    Level Name Range Duration type
    35 Assimilate Data Touch Varies U
    40 lnput Memory Touch Varies U
    60 Emulate Self Concentration U

    • 35 - Assimilate Data
    Caster can copy all data and programs from a computer (once any security has been overcome and Interface established). Data is transferred into Telepath's brain at a rate of 1 memory unitlrnd Total storage capacity (besides normal resident memories) of the human brain is about 5000 units.
    • 40 - lnput Memory
    Allows caster to transfer all of his memories into a computer database. Space required varies with age and experience (usually 300-500 units).
    • 60 - Emulate
    Caster is able to emulate a computer of Mk. # equal to twice his level, interfacing with support systems up to 1 ml level away, and using any programs he has assimilated.

    Mind's Truth

    Mind's Truth

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Emotion Touch Touch 1 rnd I
    02 - - - -
    03 - - - -
    04 Thought Scan 20 meters I rnd / lvl I M
    05 Truth I 5 meters - I
    06 Thought Analysis 20 meters I rnd / lvl I M
    07 - - - -
    08 Truth Ill 10 meters 3 min I
    09 - - - -
    10 Far Thought Scan l00 meters / lvl 1 rnd / lvl I M
    11 Truth V 5 meters 5 minutes I M
    12 Mind Scan 20 meters 1 rnd I M
    13 - - - -
    14 Truthtrance I 10 meters 1 hour I
    15 Far Mind Scan 100 meters / lvl 1 rnd I M
    20 Truthtrance Ill 10 meters 3 hrs I
    25 Mind Probe 20 meters 1 rnd / lvl I M
    30 Truth True 5 meters 1 min / Ivl I
    50 Truthsaying 10 meters 5 hrs I

    • 01 - Emotion Touch
    Caster receives detailed information about target's current emotional state (e.g., depressed, angry, happy, frightened).

    • 04 - Thought Scan
    Caster receives surface thoughts from target. If target makes his RR by 25

    • 05 - Truth I
    Caster is able to tell whether a specific statement is a deliberate lie. Psion must be cast immediately before statement is made. Also, target may make a RR (at -50) against lie detection with any Acting skill bonus. If the RR succeeds, caster is uncertain, but is not fooled into believing that a lie is truth.

    • 06 - Thought Analysis
    As Thought Scan, except caster also gets reasoning and patterns behind surface thoughts.

    • 08 - Truth Ill
    As Truth I, except caster may determine the Truth of any 3 statements within the duration and range of the Psion.

    • 10 - Far Thought Scan
    As Thought Scan, but the range is 100m/lvl Target must have been Pattern Stored previously if out of sight.

    • 11 - Truth V
    As Truth 111 except Psion holds for 5 minutes or five statements.

    • 12 - Mind Scan
    As in Thought Analysis, except caster can also scan target's conscious memories.

    • 14 - Truthtrance I
    More powerful than the Truth Psions, all deliberate lies within range and duration are detected. Unlike the Truth Psions above, caster is immobile and unable to speak except to declare lie or truth during the trance, and requires 3 rnds to enter or leave the state. Truthsayer must be physically present for full effect; Targets get a RR as in Truth if electronic surveillance used. Caster can be awakened before the hour if his name is called.

    • 15 - Far Mind Scan
    As Mind Scan, except caster's range is 100m/lvl Target must have been Pattern Stored previously if out of sight.

    • 20 - Truthtrance Ill
    As Truthtrance I, except duration is 3 hours.

    • 25 - Mind Probe
    As in Mind Scan except caster can probe target's subconscious memories (i.e., all experiences).

    • 30 - Truth True
    As Truth I, except duration is 1 statement or 1 min per Ivl.

    • 50 - Truthsaying
    As Truthtrance I, except duration is up to 5 hours, caster is able to speak freely, and is at -50 to other activity (no other Psions may be cast).


    Optional Psions

    Level Name Range Duration type
    03 Xeno Emotion Touch
    06 Xeno Thought Scan
    07 Xeno Truth I
    07 Thought Search 30m Concentration I M
    09 Xeno Thought Analysis
    10 Xeno Truth Ill
    13 Memory Search 30m Concentration I M
    13 Xeno Truth V
    15 Xeno Mind Scan
    16 Xeno Truthtrance 1
    18 Xeno Truthtrance Ill
    30 Xeno Mind Probe
    35 Xeno Truth True
    60 Xeno Truthsaying 30m Concentration I M
    60 Deep Mind Probe
    If using these Psions, the GM may wish to decide that all of the standard Mind's Truth Psions are designed to judge truth in the humanoid mind. Due to the vastly different configuration of alien (Xenohuman) minds, more powerful Psions have been added here which enable the Truthsaying Telepath to accurately interpret such thoughts. If using these Psion, all Psions on the original list should be designated as designed for use on the humanoid (of the caster"race!) mind, and have a 25% error rate if used on a different type of mind (25% chance the caster makes a wrong interpretation). Xeno Psions are identical in all other ways to their normal counterparts.

    • 03 - Xeno Emotion Touch
    -
    • 06 - Xeno Thought Scan
    -
    • 07 - Xeno Truth I
    AIlows caster to use a key word/phrase/picture to key on a specific surface thought group. One of the Scan Psions must be used to actually read the thought.
    • 07 - Thought Search
    -
    • 09 - Xeno Thought Analysis
    -
    • 10 - Xeno Truth Ill
    -
    • 13 - Memory Search
    As Thought Search except caster is able to locate a specific memory.
    • 13 - Xeno Truth V
    -
    • 15 - Xeno Mind Scan
    -
    • 16 - Xeno Truthtrance I
    -
    • 18 - Xeno Truthtrance III
    -
    • 30 - Xeno Mind Probe
    -
    • 35 - Xeno Truth True
    -
    • 60 - Xeno Truthsaying
    As Thought Scan except caster is able to probe into the target's true memories of an event (as opposed to what distortions the target's psyche has overlaid; caster receives clear images of the actual event).
    • 60 - Deep Mind Probe
    -

    Mind Detection

    Mind Detection

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Presence 3 m / lvl Concentration P * #
    02 - - - -
    03 Mind Pattern 3 m / lvl Concentration P *
    04 - - - -
    05 Pattern Store 3 m / lvl - P *
    06 Pattern Analysis 3 m / lvl - I *
    07 Mind Location 30 m / lvl Concentration I
    08 Mind Compass 300 m / lvl Concentration I
    09 Presence True 30 m / lvl Concentration P *
    10 Awareness 3 m / lvl Concentration I *
    11 - - - -
    12 Proximity Warning 3 m / lvl 1 hr / lvl S *
    13 Mind Tracking 30 m / lvl 1 hr / lvl I
    14 Mass Patterning 3 m / lvl Concentration I
    15 Awareness True 3 m / lvl Concentration I
    20 Proximity Warning True 3 m / lvl 1 hr / lvl S *
    25 Mind Location 10 km / lvl Concentration I
    30 Mind Compass True Unlimited Concentration I
    50 Mind Location True Unlimited Concentration I

    • 01 - Presence
    Caster is aware of the presence of all sentient, thinking beings within his range.

    • 03 - Mind Pattern
    Caster gets general idea of the race and level of one entity being scanned; entity must first (if not in sight) be located via Presence.

    • 05 - Pattern Store
    Caster stores mental pattern of target; can be later used to locate that specific sentient through Mind Pattern, Mind Location, or Mind Compass.

    • 06 - Pattern Analysis
    Caster gets race, profession, and level of target.

    • 07 - Mind Location
    Caster gets direction and distance to any one unshielded mind which he has Pattern Stored.

    • 08 - Mind Compass
    Caster gets direction to any unshielded Pattern Stored mind he desires

    • 09 - Presence True
    Caster can discern presences in one 10 meter radius up to 50 meters away.

    • 10 - Awareness
    As Presence, plus a general knowledge of the actions of each being in range (e.g., being is firing a weapon, but not what kind of weapon, or at whom).

    • 12 - Proximity Warning
    Caster is immediately alerted (even awakened from sleep) when a Presence enters the range. Comrades' presences can be 'filtered' to not trigger the Psion, if Pattern Stored.

    • 13 - Mind Tracking
    As Mind Location except caster is constantly aware of the location of the target in relation to himself.

    • 14 - Mass Patterning
    As Mind Pattern, except caster may 'pattern' one being per round.

    • 15 - Awareness True
    As Awareness, except that caster is aware of more specific information (e.g., someone is firing a laser at target x).

    • 20 - Proximity Warning True
    As Proximity Warning, except caster immediately gains data from the intruding presence(s) as if Pattern

    • 25 - Mind Location
    As above, except range is 10 km/lvl

    • 30 - Mind Compass True
    As above, except range is unlimited.

    • 50 - Mind Location True
    As above, except range is unlimited, and caster can have Awareness 20mR around the target.


    Optional Psions

    Level Name Range Duration type
    35 Mind Tracking True 1 km / lvl Until dispelled I
    45 Far Mind Tracking True 1 ly / lvl Until dispelled I
    60 Past Mind Location 30 m / lvl - I

    • 35 - Mind Tracking True
    As Mind Tracking; duration is until dispelled. (Note: caster may only have this Psion activated for one target at a time).
    • 45 - Far Mind Tracking True
    As Mind Tracking True except for extended range.
    • 60 - Past Mind Location
    As Mind Location except caster is able to seek back in the past for the mind pattern, lock on, and utilize a Past Sight Psion to that temporal location.

    Mind's Eye

    Mind's Eye

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 - - - -
    02 Intuition I Self - I
    03 - - - -
    04 Death's Vision Self - I
    05 Forewarning I 1 m / lvl 1 hr I S
    06 - - - -
    07 - - - -
    08 Fate's Vision 3 m - I
    09 - - - -
    10 Empathic Warning 10 km / lvl Until triggered (can be days, weeks...) I S
    11 Forewarning III 3 m / lvl 3 hr I S
    12 - - - -
    13 Empathic Vision 10 km / lvl Until triggered (can be days, weeks...) I S
    14 Death's Vision True Self - I
    15 Far Empathic Warning 1 ly / lvl Until triggered (can be days, weeks...) I S
    20 Forewarning True 10 m /lvl Until triggered (can be days, weeks...) I S
    25 Fate's Vision True 3 m - I
    30 Far Empathic Vision 10 ly / lvl Until triggered (can be days, weeks...) I S
    50 Far Empathy True - - IS

    • 02 - Intuition I
    Caster gains vision of what probably will happen to him if he takes a specified action within the next minute.

    • 04 - Death't Vision
    Caster gets a vision of the events surrounding the death of any 1 dead being through the eyes of the deceased. He also gets a view of the killer (if any). caster must be within 3m of the corpse, who must have died within a number of years equal to the caster's level.

    • 05 - Forewarning
    Caster is alerted as far as one minute in advance if someone within range is planning violence against him, Caster receives no details of who or exactly where, however.

    • 08 - Fate's Vision
    If target of Psion is likely - as determined by the GM - to meet a violent death or near death (assassination, heart attack, etc.) within 25 hours, caster receives a momentary vision of the event, including the perpetrator (if any).

    • 10 - Empathic Warning
    Caster can key this Psion to one being previously Pattern Stored. If the keyect entity is killed or in an immediately life-threatening situation within the range of the Psion, the caster is immediately aware of it. Caster cannot have more than one Empathic Warning active at one time, but can cancel and cast a new one.

    • 11 - Forewarning III
    As Forewarning I except duration and range are tripled.

    • 13 - Empathic Vision
    As Empathic Warning, except caster gets a vision of target's death as in Death's Vision.

    • 14 - Death's Vision True
    Caster gets a vision of the events surrounding the death of any 1 being within 3m. Caster gets an understanding of the reason(s) the deceased died, exactly who the killer was (if any), and who was ultimately responsible (if anyone). Corpse may be of any age as long as it is (reasonably) intact. A couple of bones or teeth fragments is not 'intact'; a complete skeleton is.

    • 15 - Far Empathic Warning
    As Empathic Warning, except range is 1 light year/lvl

    • 20 - Forewarning True
    As Forewarning, except that duration is until triggered and range is up to 10m/lvl

    • 25 - Fate's Vision True
    As Fate's Vision, except caster has a vision of the (most likely) ultimate fate of target, no matter how far in the future.

    • 30 - Far Empathic Vision
    As Empathic Vision, except caster's range is 10 ly/IvI

    • 50 - Far Empathy True
    Allows caster to have as many Far Empathic Visions (or lesser Empathic Visions or Warnings) simultaneously keyed as he desires.


    Optional Psions

    Level Name Range Duration type
    05 Penetrating Sight Self Concentration P
    07 Watch 3m Concentration P
    08 Far View 3m / lvl Concentration P
    10 See Invisible Self Concentration P
    15 Watch III Self Concentration P
    20 Lord Sight 30 m / lvl Concentration P
    25 Watch True Self 1 min / lvl P
    30 Sight True 30 m / lvl 1 min / lvl P
    50 Mind's Eye 10 km / lvl 10 min / lvl P
    60 Far Sight 100,000 km / lvl 10 min / lvl P
    90 Sight Master 1 ly / lvl 10 min / lvl P

    • 05 - Penetrating Sight
    Caster is able to see through any solid material up to 1 meter thick.
    • 07 - Watch
    Caster may choose a point up to 3 meters away and he will have a field of vision from that point; he can rotate the view but not move it.
    • 08 - Far View
    Caster's point of vision may be moved independently of him, but he would have to physically be able to go there (e.g., the View cannot travel through solid objects, a closed door, etc.).
    • 10 - See Invisible
    Caster is able to see invisible objects (including those made invisible by Psions and Electronic cloaking).
    • 15 - Watch III
    As Watch except range is 3m/lvl
    • 20 - Lord Sight
    s Far View, except caster's "View" is able to pass through solid objects. The View may travel at 1 Omlrnd
    • 25 - Watch True
    As Watch III, except caster need not concentrate.
    • 30 - Sight True
    As Lord Sight except caster need not concentrate while the View is motionless.
    • 50 - Mind's Eye
    As Sight True except for extended range. The "View" may travel at 10 km/rnd
    • 60 - Far Sight
    As Sight True except for extended range. The "View" travels at 1,000,000 km/rnd
    • 90 - Sight Master
    As Sight True except for extended range. The "View" travels at 10 ly/rnd.

    Mind in the Past

    Mind in the Past

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Origins Touch - I
    02 Flash Behind (1 day) Touch 1 second I
    03 -
    04 -
    05 Item Purpose Touch - I
    06 Past Sight (1 day) Touch Concentration I
    07 -
    08 Flash Behind (1 yr) 1 yr / lvl 1 second I
    09 Delving Touch - I
    10 Past Patterning Self - I *
    11 Past Sight (1 yr) Touch Concentration I
    12 Past Compass Touch Varies I
    13 Flash Behind True Touch 1 second I
    14 Past Location Self - I
    15 Past Sight (10 yr) Touch Concentration I
    20 Event Lock Self 1 min / lvl I
    25 Past Analysis 3 m - I
    30 Past Sight (1000 yrs) Touch Concentration I
    50 Past Sight True Touch Concentration I

    • 01 - Origins
    Gives the area of origin of the item (a planet, if the item is extra-terrestrial), the race of the being who made it, and when it was made (within 10% of total actual age).

    • 02 - Flash Behind (1 day)
    Caster gets a 'flash' silent image of an event associated with a give item or place, up to 1 day in the past per level of caster. lmage is of a random, but relatively significant event. Flash is too quick for caster to make out more than most prominent persons or nearby objects.

    • 05 - ltem Purpose
    Caster gains detailed understanding of a given item or place's original intended purpose.

    • 06 - Past Sight (1 day)
    As Flash Behind, except the view of the past lasts as long as the caster concentrates (is in a trance, in this case). Caster also receives aural input, and can travel up and down the time range at up to 10x normal time speed. Time range of Psion is 1 day/lvl of caster.

    • 08 - Flash Behind (1 yr)
    As Flash Behind (1 day), except time range is 1 year per level.

    • 09 - Detving
    Combines the abiIities of Origins and ltem Purpose, also providing the name of the creator, the exact date and location of construction, and the material makeup if an item.

    • 10 - Past Patterning
    Caster may cast this Psion while in a Past Sight; it saves the imagelmental pattern of a person that can later be used with another Past Sight to key in on the saved image in another place or time. This Psion may be cast even though Past Sight requires concentration

    • 11 - Past Sight (1 yr)
    As Past Sight (I day) above, except time range is 1 year per level.

    • 12 - Past Compass
    When cast before a Past Sight it allows the caster to scan the past very rapidly, seeking the temporal focation of significant events.

    • 13 - Flash Behind True
    As Flash Behind, except time range is unlimited. lmage is usually of most significant event in item's past (e.g., death of a ring's wearer while it was worn).

    • 14 - Past Location
    If caster has a general description concerning an event or place relating to an item to be used in a Past Sight, casting this Psion first will key on to the event or place in time most closely matching the description.

    • 15 - Past Sight (10 yrs)
    As Past Sight above, except time range is 10 yrs/Ivl.

    • 20 - Event Lock
    Allows caster to stop concentration while using Past Sight. He is, in essence, locked in the past time and place. Though he has not physically travelled there, he is able to cast Psions from the Mind Detection and Mind's Eye lists for the Psion duration

    • 25 - Past Analysis
    Allows the caster, while using a Past Sight Psion, to perform a Pattern Analysis (6th Ivl Mind Detection) on anyone in the Sight. This Psion does not entail any risks, unlike Event Lock. This Psion may be cast even though Past Sight requires concentration.

    • 30 - Past Sight (1000 yrs)
    As Past Sight above, except time range is 1000 yrs/lvl

    • 50 - Past Sight True
    As Past Sight above, except time range is unlimited.


    Optional Psions

    Level Name Range Duration type
    15 Psychometry Touch Varies P
    30 Psychometry True Touch Varies P
    55 Frozen Time Self 1 rnd / lvl F
    60 Past Sight II Self Concentration I
    90 Time Travel I Self 1 min / lvl I
    100 Time Travel I Touch 1 min / lvl F
    120 Time Travel True Self Permanent F

    • 15 - Psychometry
    Caster holds an object or stands in a place of significance and is able to gain a number of Flashes Behind of important situations, events or people who have been associated physically with the object or place. Psion also provides as many Flashes as important eventslpeople which actually occurred. Time range is theoretically unlimited,
    • 30 - Psychometry True
    As Psychometry, except caster receives all information as in Delving, and instead of Flashes, he gets Past Sights.
    • 55 - Frozen Time
    Caster is removed from time. From the caster's viewpoint, everything else seems to be frozen in place. Anything touched will also be drawn out of time for the duration of the Psion.
    • 60 - Past Sight II
    As Past Sight True (i.e., caster is able to travel mentally backwards in time as far as desired, located by Past Compass - travelling to the desired time destination at up to 1000 yrsfrnd). Caster's consciousness is tied to the same relative place, and is able to receive visual and aural input. Caster's body is in a trance for the duration of the Psion.) except caster may bring another back with him. Their body is also in a trance and they see and hear just as the caster does. (e.g., "I am the spirit of Christmas Past ...)
    • 90 - Time Travel I
    Caster is able to physically travel back in time up to 100 yearsllvl. The shift is instantaneous and caster returns to his own time at the end of the duration unless the Psion is recast. Any relative movement by the caster is also reflected, though cosmic shifts (planetary movement, etc.) are corrected for.
    • 100 - Time Travel II
    As Time navel I, except caster is able to take another person with him. If the other person is not touching caster at the end of the Psion, caster returns without him.
    • 120 - Time Travel True
    As Time Travel I except caster has unlimited time range, remains in the past until he wills a return, and (optionally) can travel into the future.

    Telekinetics

    Telekinetics

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Manipulate I 3m / lvl Concentration F
    02 Levitation I Self 1min / lvl F
    03 Mind's Hand I 30m Concentration F
    04 Deflection I 30m - F
    05 Levitation II Self 15m / lvl F
    06 Manipulate True 3m / lvl Concentration F
    07 Flight Self 1min / lvl F
    08 Mind's Hand II 30m Concentration F
    09 Deflections II 30m - F *
    10 Hurling I 60m - F
    11 Levitation II 3m / lvl 10mins / lvl F
    12 Deflections III 30m - F *
    13 Landing True Self - F *
    14 Mind's Hand V 30m Concentration F
    15 Deflections V 30m - F *
    20 Deflections True 30m - F *
    25 Hurling III 60m - F *
    30 Reaiming Self - F *
    50 Mind's Hand X 10m - F

    • 01 - Manipulate I
    Caster is able to operate one control switch, button, lever, etc., for the duration. Only one control may be manipulated per Psion, and it must be of a type operable by one finger (e.g., not a huge lever).

    • 02 - Levitation I
    Allows caster to move up and down vertically 3m/rnd, horizontal movement is possible only through normal means.

    • 03 - Mind's Hand I
    Caster can move one object, up to 1 kg / lvl in mass, .5rn / second with no acceleration. Living beings or items in contact with a living being get normal RR based on the being's level. Items moved about with Mind's Hand do not have enough kinetic force for an effective attack.

    • 04 - Deflection I
    Deflects one missile attack (includes thrown weapons) or projectile attack (up to Mark 5 or equivalent; not an energy attack). A "Burst" attack from a projectile weapon receives a -20 modification or one missile or projectile ( Mark 1-5 or equivalent; not an energy attack) receives a -100 mod. In order for the caster to "deflect" an attack, it must be in the his field of vision and must pass within 30m (it need not be directed at him).

    • 05 - Levitation II
    As above, except rate is 15m / rnd

    • 06 - Manipulate True
    As Maniplulate above, except Caster may operate the number of controls equal to his level each round

    • 07 - Flight
    Caster can fly at a rate of 5m / rnd (or 1.8 kph).

    • 08 - Mind's Hand II
    As above, except object of up to 10 kg / lvl may be moved.

    • 09 - Deflections II
    As Deflection I with one of the following additional options: a) "deflect" one additional attack; or b) increase the "deflect" mod, of one missile/projectile attack by -100 (not a "burst" attack) or c) increase the "deflect" mod, of one "burst" attack by - 20 or d) "deflect" a second attack in the next Fire Phase.

    • 10 - Hurling I
    Caster may "hurl" one object of 1 kg or less mass with sufficient force to deliver an Impact Critical Hit. The attack is made on the Melee Weapon Attack Table as a normal "Thrown Weapon" attack

    • 11 - Levitation II
    Note that this levitation allows the caster to lift other objects than himself, but allows no lateral movement. Mass limit is 100 kg / lvl, and object can be moved as quickfy as 3mlrnd in the vertical plane - as long as object does not pass out of range

    • 12 - Deflections III
    As Deflections II except caster may use two of the additional options with the Deflection I Psion (the same option may be selected twice).

    • 13 - Landing True
    Caster can land safely from a fall of any height, in any gravity field (up to 10x Terran normal) 99% of the time.

    • 14 - Mind's Hand V
    As above, except caster may move an object up to 100 kg / Ivl, or a number of objects equal to his level, each massing 100 kg, or any combination between. Caster can control and move the objects simultaneously and independently as long as they remain within range.

    • 15 - Deflections V
    As Deflections II except caster may use four of the additional options (the same option may be selected more than once).

    • 20 - Deflections True
    All missile / projectile attacks (up to and including Mark 5 attacks) made against caster during the round of Psion effect are at -100, or one missile / projectile attack up to and including Mark 10 is at -100.

    • 25 - Hurling III
    As Hurling I, except caster may hurl up to three objects, each of 1 kg / lvl in mass, at one target. The caster must divide his stat bonus and Directed Psion skill bonus between the attacks.

    • 30 - Reaiming
    All missile / projectile attacks made against caster are reversed towards their source with a +10 mod

    • 50 - Mind's Hand X
    As Mind's Hand I, except range is 10m / lvl and caster may move an object up to 1000 kg / lvl in mass.


    Optional Psions

    Level Name Range Duration type
    01 Landing Self Concentration F *
    60 Telekinetic Tow 10,000 km / lvl Concentration F
    90 Telekinetic Tow True 100,000 km / lvl 1 hr / lvl F

    • 01 - Landing
    Caster can land safely in a fall / jump of up to 20ft / lvl, and can take that distance off the severity of any longer fall.
    • 60 - Telekinetic Tow
    Allows the Telepath to hold or pull an object up to 100 kg/lvl mass as a Mk. 10 Tractor Beam.
    • 90 - Telekinetic Tow True
    As Telekinetic Tow, except mass is 1000 kg / lvl, caster need not concentrate, and has Towing power equal to half his lvl (Tractor Beam Mk. #).

    Mind into Energy

    Mind into Energy

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Energy Perception 3m / lvl Concentration P
    02 Drain Energy I Touch - F
    03 Radiation Shield Self 1min / lvl D
    04 Electric Charge Touch - F
    05 Human Battery Touch Concentration F
    06 Energy Dispersal I Self - F *
    07 Drain Energy II 10m / lvl - F
    08 Radiation Armor Self 1min / lvl D
    09 Cloaking Self Concentration F
    10 Energy Dispersal III Self - F *
    11 Charge Power Supply Touch Concentration F
    12 Power Surge Touch - F
    13 Energy Dispersal V Self - F *
    14 Energy Retaliation Self - F *
    15 Human Battery True 1m 1 rnd / lvl F
    20 Energy Dispersal True Self - F *
    25 Power Enhancing Touch Concentration F
    30 Power Routing 30m Concentration F
    50 Power Enhancing True Touch Concentration F

    • 01 - Energy Perception
    Caster is able to trace and perceive energy potentials and flows (such as in power supplies and circuits). Adds +10 to all repair rolls on such devices.

    • 02 - Drain Energy I
    Allows caster to totally drain the power from one personal equipment power supply (nonflamer) in one round (a cell, cartridge or pack; but not a reactor). Caster must touch the power supply itself, not simply the machine it is in. Energy is radiated harmlessly by the caster.

    • 03 - Radiation Shield
    Caster's radiation protection level is raised by 1 factor (Radiation criticals are reduced in severity by 1).

    • 04 - Electric Charge
    Caster delivers an " A Electricity critical to target that fails to resist.

    • 05 - Human Battery
    Caster is able to power any piece of equipment which normally requires one non-flamer "cell". If 10 power points are used, the caster can provide power in place of a "cartridge". If 15 power points are used, the caster can provide power in place of a "pack".

    • 06 - Energy Dispersal I
    Caster can absorb part of the effects of one energy attack (e.g., laser, blaster, plasma rifle) directed against him. Attack is at -100. (attacker must be in caster's field of vision).

    • 07 - Drain Energy II
    As above, except caster can drain a personal equipment power supply (non-fiamer) up to 1Omllvl away. Power supply may be in a weapon or device, and can be in operation. Items on a person's living body, however, receive a RR based on the person's level.

    • 08 Radiation Armor
    As Radiation Shield, except caster's radiation protection factor is raised by 2 factors.

    • 09 - Cloaking
    Allows caster to 'warp' scanner and sensor beams so that he has a chance of not being so detected. Bonus is base +10, +2 per level.

    • 10 - Energy Dispersal III
    As Energy Dispersal I, except caster may subtract 100 from any three attacks made against him. Alternatively, caster may subtract 300 from one attack, or any combination between. Attacker(s) must be in caster's field of vision.

    • 11 - Charge Power Supply
    Caster draws energy from about him to charge a personal equipment power supply (non-flamer), If there Is a reactor or similar high-energy source nearby (within 10m), caster requires: 1 min. for an cell, 10 min, for a cartridge, and 15 minutes for a pack.

    • 12 - Power Surge
    Caster is able to cause a damaging power surge in a device or system; item which must be already activated or charged, Level of damage is dependant upon PP's expended: 1x (l2PP) grants a Routine malfunction. 2x (24PP) causes a Light malfunction, etc.

    • 13 - Energy Dispersal V
    As Energy Dispersal III, except caster can subtract 100 from any five attacks made against him or form an energy burst attack from one weapon. Attacker(s) must be in caster's field of vision.

    • 14 - Energy Retaliation
    Caster can reverse any one energy attack made against him. The original attacker must receive the energy attack with a +I0 bonus.

    • 15 - Human Battery True
    As Human Battery, except caster need not concentrate to maintain the Psion, and the item to be powered must only be within 1 meter.

    • 20 - Energy Dispersal True
    As Energy Dispersal, except all energy attacks made against the caster in the round the Psion is cast are at -100. Caster need not be able to see the attacker(s),

    • 25 - Power Enhancing
    Caster is able to increase the power output of any system by one increment. Telepath must, in this case, stay in the engine room with hands on the drives.

    • 30 - Power Routing
    Caster is able to act as a human power conduit and transformer. He can tap into reactor as far as 30m away and charge a power supply 30m in the other direction, as per Charge Power Supply for time required.

    • 50 - Power Enhancing True
    As Povver Enhancing except caster can double a system's function rating.


    Optional Psions

    Level Name Range Duration type
    01 Energy Bolt Mk I Varies - F
    05 Energy Bolt Mk II Varies - F
    10 Energy Bolt Mk Ill Varies - F
    15 Energy Bolt Mk IV Varies - F
    20 Lord Energy Bolt Varies - F
    25 Energy Drain 100 m / lvl 1 min / lvl F
    30 Energy Absorption Touch Concentration F
    35 Lord Energy Drain 10 km / lvl 10 min / lvl F
    60 Energy Bolt True Varies - F

    • 01 - Energy Bolt Mk I
    Caster is able to channel raw Psionic energy into a concentrated bolt. Treat as a "Mini Laser" attack for ranges, Mark #, and attack table. Skill bonus is the caster's Energy Boit Directed Psion skill bonus.
    • 05 - Energy Bolt Mk II
    As Energy Bolt I except attack is a "Laser Pistol" attack.
    • 10 - Energy Bolt Mk III
    As Energy Boit I except attack is an "Assault Laser" attack.
    • 15 - Energy Bolt Mk IV
    As Energy Bolt 1 except attack is a "Laser Rifle" attack.
    • 20 - Lord Energy Bolt
    As Energy Bolt I except attack is as a "Heavy Laser".
    • 25 - Energy Drain
    For the duration of the Psion, caster is able to reduce the power output of any reactor by 20%.
    • 30 - Energy Absorption
    Enable caster to absorb energy from a reactor and convert it to PPs. Conversion rate is 1 point per round, and caster's total number of Points cannot exceed what he is normalfy allotted for the day.
    • 35 - Lord Energy Drain
    As Energy Drain except for range, duration, and reactor output is decreased to half normal.
    • 60 - Energy Bolt True
    As Lord Energy Bolt except that it is treated as an 'Qrdnance Energy Weapon"

    Mind over Matter

    Mind over Matter

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Warm Matter F
    02 Cool Matter Touch 25 hrs F
    03 Portal Jam Touch 25 hrs F
    04 Heat Matter I Touch 1 min / lvl F
    05 Chill Matter I Touch 1 min / lvl F
    06 Psion Shield Self Concentration D *
    07 Refresh Atmosphere Touch Permanent F
    08 Vacuum 30m - F
    09 Shatter 3m/ lvl - F
    10 Disintegration Touch Permanent F
    11 Psion Armor Self - D *
    12 Heat Matter II Touch 1 min / lvl F
    13 Chill Matter II Touch 1 min / lvl F
    14 Undoor 3m Permanent F
    15 Great Vacuum 30m - F
    20 Unstone 10m Permanent F
    25 Mold Matter Touch Permanent F
    30 Eyes of Disintegration 3m / lvl 1 rnd / lvl F
    50 Transmutation Touch Permanent F

    • 01 - Warm Maler
    Caster can warm up to 1 cubic meter / level of solid material to 40" Centigrade.

    • 02 - Cool Matter
    Caster can cool up to 1 cubic meter / level of solid material to 0° Centigrade. If trying to affect a very hot object (such as an overheating reactor) caster can reduce the temperature by 30° (but never lower than 0).

    • 03 - Portal Jam
    Caster can cause any portal (as large as 3m x 3m x 5cm) to jam by manipulating temperature and / or humidity. Door can only be opened by breaking through, or by casting another Portal Jam to reverse the first - which receives a RR. Door can be jammed open or shut

    • 04 - Heat Matter I
    As Warm Matter, except temperature can be raised to 200°C. at the rate of 50° per round. Caster is immune to this heat.

    • 05 - Chill Matter I
    As Cool Matter, except caster can lower temperature to -50° C. or cool something as much as 100° - but never lower than -50. Caster is immune to the coid.

    • 06 - Psion Shield
    Creates a shimmering, transparent energy shield in front of the caster, which subtracts 20 from all frontal Psion Attack Rolls. If the Caster performs no other actions during the round, he can 'parry' one Psion attack. Parry consists of diverting his own normal Psion attack bonus to defense (in addition to the +20), therefore subtracting it from the attack roll being made against him.

    • 07 - Refresh Atmosphere
    Caster can convert up to 10 cubic meters of air per level. Stale, carbon-dioxide laden air is altered to a fresh, breathable mix. Poison gases make a RR against this Psion based on their attack level

    • 08 - Vacuum
    Creates a 5m radius near-perfect vacuum for an instant; all within the radius take a "B" Impact critical as the air leaves, then returns implosively

    • 09 - Shatter
    Causes any one non-metallic object of up to 1000 cubic centimeters (10x 10x 10) to shatter. Target must be a single piece of material, not a multipart object. Those nearby may suffer damage: a Mark I or ll Shrapnel Grenade attack (GM: base the Mark # on size and composition of object).

    • 10 - Disintegration
    Caster can cause an object of up to 1 kg in mass or 100cm in volume to disintegrate into dust. This could include an entire 'unit' (such as a small gun or other assembled device).

    • 11 - Psion Armor
    All Psion Attack Rolls made against the caster this round are modified by -50.

    • 12 - Heat Matter II
    As above, except that volume is 10 cubic meters / lvl and caster can raise temperature as high as 500° (or until material melts).

    • 13 - Chill Matter II
    As above, except that volume is 10 cubic meters / lvl, and caster can cool objects by as much as -200°C.

    • 14 - Undoor
    Causes any single door or portal (as large as 3m x 3m x 5cm) to vaporize totally.

    • 15 - Great Vacuum
    As Vacuum, except that the target radius is 10m, and a "D" severity Impact critical is delivered to all within the radius.

    • 20 - Unstone
    Caster can disintegrate as much as 100 cubic meters of rock or earth per level. Metal, living flesh and artificial substances are unaffected.

    • 25 - Mold Matter
    Caster may shape up to 1000 cubic centimeters of any matter by molding it with his hands like putty. Material is soft while caster concentrates; rehardens in new form immediately afterwards.

    • 30 - Eyes of Disintegration
    Caster can use any one of the following Psions once per round for the duration and at the range of this Psion: Shatter, Disintegration, Undoor, and Unstone. Caster need only look at the target and will the Psion to be cast.

    • 50 - Transmutation
    Caster can transmute 10 grams of any element into 10 grams of any other element that the caster has a sample of. Useable but once per 25 hour day.


    Optional Psions

    Level Name Range Duration type
    06 Fog I 10 m / lvl 1 min / lvl F
    09 Unfog Self 10 min / lvl F
    12 Fog II 100 m / lvl 10 min / lvl F
    25 Clouds 1 km / lvl 10 min / lvl F
    40 Tremors 30 m / lvl 1 rnd F
    60 Quake Touch Varies F

    • 06 - Fog I
    Allows caster to create a dense fog up to 5 m radius, with the center up to 10m / lvl away. Fog can only be created where it could occur naturally (fog need not be water based; a methane fog could be created in such an environment). Fog disperses naturally after Psion duration.
    • 09 - Unfog
    Caster is the center of a clear zone up to 10m in radius where any fog, smoke, or vision restricting gas is completely dispersed.
    • 12 - Fog II
    As Fog above, except for extensions.
    • 25 - Clouds
    Caster is able to summon (or disperse) clouds. This Psion has the same environmental restrictions as Fog.
    • 40 - Tremors
    Caster is able to create a very minor earthquake - approximately 5.5 on the Richter scale. It is string enough to make loose objects rattle, but most structures would remain undamaged. On unstable planets, there is a small chance that it could trigger a more serious earthquake.
    • 60 - Quakes
    Enables caster to trigger an earthquake, which can be delayed up to lminl Ivt. Severity of quake is determined by a roll: (01 -20) = 5.5, (21 -45) = 6, (46-65) = 6.5, (66-80) = 7.0, (81-89) = 7.5, (91-95) = 8.0, (96-98) = 8.5, (99-100) = 9.0. Note that the Richter progression is exponential not linear, so that the upper numbers are many times more severe than lower ones. Sever quakes can be felt decaklicks (tens of kilometers) away, have several aftershocks, and even trigger a natural series of quakes if near natural fault tines,

    Armor

    Armor

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    Armor deals with the manipulation of energy to protect the Telepath from physical attacks and radiation.
    Level Name Range Duration type
    01 - - - -
    02 Radiation Shield Self 1 min / lvl F *
    03 Shield I Self 1 min / lvl D
    04 Armor IV Self 1 min / lvl D
    05 - - - -
    06 Radiation Armor I Self 1 min / lvl F *
    07 Armor IIX Self 1 min / lvl D
    08 Shield II Self 1 min / lvl D
    09 - - - -
    10 Armor XII Self Concentration D
    11 Radiation Armor Ill Self 1 min / lvl F *
    12 Shield Ill Self 1 min / lvl D
    13 Radiation Armor IV Self Concentration F *
    14 Armor XVI Self 1 min / lvl D
    15 ShieldV Self 1 min / lvl D
    20 Lord Armoring Self 1 min / lvl D
    25 Radiation Armor V Self 1 min / lvl D
    30 Hull Armoring I. Touch Concentration D
    50 Hull Screen Touch Concentration D

    • 02 - Radiation Shield
    The caster creates a frontal radiation barrier, reducing any radiation critical by one severity level.

    • 03 - Shield I
    Caster projects a shimmering force barrier which subtracts 10 from all frontal attacks. He may also parry attacks using his Directed Psion skill bonus developed for this purpose.

    • 04 - Armor IV
    For the duration of the Psion, caster is enveloped in an energy field which acts as Armor Type 4.

    • 06 - Radiation Armor I
    As Radiation Shield, except caster is protected from ail directions.

    • 07 - Armor IIX
    Caster is enveloped in an energy field which acts as Armor Type 8.

    • 08 - Shield II
    As Shield I except frontal DB bonus is 20,

    • 10 - Armor XII
    Caster is enveloped in an energy field which acts as Armor Type 12.

    • 11 - Radiation Armor Ill
    As Radiation Armor I, except severity of radiation is reduced by 3 levels.

    • 12 - Shield Ill
    As Shield I except frontal DB bonus is 30.

    • 13 - Radiation Armor IV
    As Radiation Armor I, except caster is able to protect everyone in a 3 meter radius (provided the radiation source is not within the radius as well).

    • 14 - Armor XVI
    Caster is enveloped in an energy field which acts as Armor Type 16.

    • 15 - ShieldV
    As Shield I except frontal DB bonus is 50.

    • 20 - Lord Armoring
    Caster is enveloped in an energy field which acts as Armor Type 20.

    • 25 - Radiation Armor V
    Caster is immune to all Radiation criticals (not including Heat and Electricity critical).

    • 30 - Hull Armoring I.
    This Psion allows the caster to increase the hull strength of any Construct Armor Type vehicle he is in contact with by one level (to a maximum of 28). Caster is limited in that he cannot reinforce the hull of a craft massing more than 1000 tons x his level.

    • 50 - Hull Screen
    Allows the caster to create or augment an energy screen around a craft he is in contact with. Same mass restrictions as Hull Armoring I apply. The screen defensive bonus is 1 per level, so a 50th level would add 50 to a ship's DB.


    Optional Psions

    Level Name Range Duration type
    40 Hull Armoring III Touch Concentration F
    60 Hull Armoring V Touch Concentration F

    • 40 - Hull Armoring III
    As Hull Armoring I except caster may increase a hull's integrity by 2 AT lvls (28 max).
    • 60 - Hull Armoring V
    As Hull Armoring 1 except caster may increase a hull" integrity by 4 AT lvls (28 max).

    Telepathy

    Telepathy

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    - all Telepathic communication is instantaneous.
    Level Name Range Duration type
    01 Phrase I Touch 3 words / images, 1 rnd I *
    02 Speak I Touch Concentration I *
    03 Phrase II 10 m / lvl 3 words / images, 1 rnd I *
    04 Speak II 3 m / lvl Concentration I *
    05 Phrase III 10 km / lvl 3 words / images, 1 rnd I *
    06 Listen Touch Concentration I *
    07 Speak III 10 kn / lvl Concentration I *
    08 Mass Speech 30 m Concentration I *
    09 Speech True 10 m / lvl 1 rnd / lvl I *
    10 Telepath 10 m / lvl Concentration I *
    11 Master of Speech 10 m / lvl 1 rnd / lvl I *
    12 Mass Speech True 10 m / lvl 1 min / lvl I *
    13 Far Phrase 1 light min / lvl - I *
    14 Telepath True 10 m / lvl 1 min / lvl I *
    15 Distant Phrase 10 ly / lvl - I *
    20 Lord Telepath 10 m / lvl 1 min / lvl I *
    25 Far Speak 1 light min / lvl Concentration I *
    30 Far Telepath True 1 light min / lvl Concentration I *
    50 Distant Telepath True 10 ly / lvl 1 min / lvl I *

    • 01 - Phrase
    The Caster may mentally 'speak' to any one other sentient being. Unless the other being perceives reality in a radically different way, communication should be fairly clear, as Telepathy translates into thought-images rather than words. Note that caster can speak with this Psion, but cannot get a reply (unless he casts Listen or the other is also a Telepath and casts Phrase or Speak.)

    • 02 - Speak I
    As Phrase, except caster may 'speak' as long as he wishes to concentrate.

    • 03 - Phrase II
    As above, except range is 10 metersnvl.

    • 04 - Speak II
    As above, except range is 3 metersllvl.

    • 05 - Phrase III
    As above, except range is 10 kilometers/lvl.

    • 06 - Listen
    Caster is able to 'hear' communication produced in the mind of another sentient. Sentient must understand what he/it is to do (can be told via Speech), wish to cooperate, and be in physical contact with caster. Note that, to carry on a conversation, the caster will have to cast a Psion every time he speaks and listens (until he can cast one of the 'True' Psions below).

    • 07 - Speak III
    As above, except range is 10 kmllvl.

    • 08 - Mass Speech
    Caster may mentally speak to a number of individuals equal to his level within range. All 'hear' everything the caster 'says'.

    • 09 - Speech True
    As above, except caster need not concentrate. Note that caster can only speak to one target at a time; to change focus he must re-cast the Psion.

    • 10 - Telepath
    Caster may mentally Speak and Listen to one other sentient for as long as he concentrates.

    • 11 - Master of Speech
    Caster can interchange the powers of Speak and Mass Speech at will for the duration of the Psion.

    • 12 - Mass Speech True
    As Mass Speech, except caster need not concentrate.

    • 13 - Far Phrase
    As above, except range is interplanetary in scope, (same solar system).

    • 14 - Telepath True
    As Telepath, except caster need not concentrate.

    • 15 - Distant Phrase
    As above, except range is interstellar, (to anouther solar system).

    • 20 - Lord Telepath
    As Telepath True, except caster may speak and listen to as many as 20 people over the duration of the Psion.

    • 25 - Far Speak
    As Speak, except range is interplanetary in scope.

    • 30 - Far Telepath True
    As Telepath True, except range is 1 Light-minute / level.

    • 50 - Distant Telepath True
    As Telepath True, except range is 10 Light-years / level.


    Optional Psions

    Level Name Range Duration type
    60 Lord Telepath True Varies 10 min / lvl I *

    • 60 - Lord Telepath True
    As Telepath True except range is unlimited.

    Concealment

    Concealment

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    Concealment allows the Telepath to hide himself from visual and electronic detection.
    Level Name Range Duration type
    01 Overlook I 30 m Concentration M
    02 Chameleon Self 1 min / lvl U
    03 Cloaking I Self 1 min / lvl P
    04 - - - -
    05 Hiding Self Concentration M
    06 Overlook Ill 30 m Concentration M
    07 Cloaking Ill Self 1 min / lvl P
    08 Hiding True Self Concentration M
    09 - - - -
    10 Invisibility Self 1 min / lvl U
    11 Overlook V 30 m Concentration M
    12 Cloaking V Self 1 min / lvl P
    13 - - - -
    14 - - - -
    15 Cloaking X Self 1 min / lvl P
    20 Cloaking True 3 m radius 1 min / lvl P
    25 Invisibility True 3 m / lvl radius 1 min / lvl P
    30 Cloaking True 3 m / lvl radius Concentration F
    50 Invisibility True 3 m / lvl radius 1 hr / lvl F

    • 01 - Overlook l
    Caster is able to cause one person to "overlook" him. Caster cannot move, any movement or noise will cancel the Psion

    • 02 - Chameleon
    Caster (including all garments and equipment) will change color to match the nearest surroundings. This adds +60 to Hiding, +30 to Stalking.

    • 03 - Cloaking 1
    Caster gains t10 vs detection by electronic means (scanners, sensors, radar). It is not cumulative with electronic or mechanical EW equipment.

    • 05 - Hiding
    Similar to Overlook I except caster is "Invisible" to all (each target may still make a Resistance Roll). Caster must remain immobile; any movement or noise will cancel the Psion.

    • 06 - Overlook Ill
    As Overlook I, except caster may affect 3 types of sensory input of one target (sight, hearing, touch, taste, smell) or up to 3 separate targets.

    • 07 - Cloaking Ill
    As Cloaking 1 except caster is able to modify detection attempts by -30

    • 08 - Hiding True
    As Hiding, except no RRs are made; caster is truly "invisible". He must remain immobile.

    • 10 - Invisibility
    Caster cannot be seen by normal visual means, and is able to move freely. Any offensive action (firing a weapon, striking someone, activating a personal energy shield) will cancel the Psion.

    • 11 - Overlook V
    As Overlook 111 except one sense of 5 targets or all five senses of one target may be affected.

    • 12 - Cloaking V
    As Cloaking I, except caster is able to reduce detection attempts by 50.

    • 15 - Cloaking X
    As Cloaking I, except detection attempts are modified by -100.

    • 20 - Cloaking True
    As Cloaking I except caster may "cloak all within 3 meters, subtracting 1 per level from electronic detection attempts.

    • 25 - Invisibility True
    Allows the caster to cause up to one individual per five levels to become invisible. Each person's invisibility is treated as a separate Psion for cancelling effects.

    • 30 - Cloaking True
    This very powerful Psion enables the caster to 'cloak' an area up to 3 meters per level around him from Electronic detection, subtracting 1 per level from such attempts. The Psion must be applied to one object (such as a vehicle or spacecraft). It is not cumulative with electronic EW / Stealth equipment.

    • 50 - Invisibility True
    The ultimate stealth Psion, Invisibility True not only subtracts 100 from all electronic detection attempts (Sensor Scans) but also renders a single craft within the radius invisible. It will be cancelled by offensive actions or activating deflector shields.


    Thought Master

    Thought Master

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Detect Tampering 3 m Permanent M
    02 Forget I 10 m Permanent M
    03 Confusion 30 m 1 rnd / 5 failure M
    04 Lapse 30 m 1 rnd M
    05 Mind Blank 30 m 1 rnd M
    06 Forget II 10 m Permanent M
    07 Mind Restoration Touch Permanent M
    08 Unlearning I 30 m 1 minute M
    09 Forget III 10 m Permanent M
    10 lmplant Thought 30 m Permanent M
    11 Unminding 30 m 1 rnd / 5 failure M
    12 Forget True 10 m Permanent M
    13 Unlearning II 30 m 1 day M
    14 Amnesia 30 m 1 day / 5 failure M
    15 Implant Memory 30 m Permanent M
    20 Cruel Unminding 30 m 1 rnd / 5 failure M
    25 Unlearning True 30 m Permanent M
    30 Mind Break 30 m 1 day / lvl M
    50 Implant Thought Pattern 30 m Varies M

    • 01 - Detect Tampering
    Allows caster to detect whether the target's mind has been telepathically tampered with.

    • 02 - Forget I
    Target forgets a 1 min block of time from his memory; the time lost is the caster's choice

    • 03 - Confusion
    Target is incapable of making decisions or taking offensive action. He may continue to run or take cover in self-defense.

    • 04 - Lapse
    Target momentarily forgets how to do whatever he was planning to do that round (e.g., the ability to fire his laser he just drew, how to cast a certain Psion, etc.) -25 modification towards that skill for 1 rnd.

    • 05 - Mind Blank
    Target's mind is temporarily blank and he can do nothing.

    • 06 - Forget II
    As Forget I, except duration of lost memory is ten minutes

    • 07 - Mind Restoration
    This Psion acts to reverse the effects of other Mind Control and Mind Assault Psions. The original attack Psion must fail a RR (the attack level is the level of the caster of this Psion, the defense level is the level of the caster of the original Psion). If the original attack Psion is not cancelled, the caster of this Psion may not try to cancel it again until he has advanced another experience level. However, another Telepath may try.

    • 08 - Unlearning I
    One of the target's skills has its skill rank reduced to 0 for the duration of the Psion and the skill has a -25 mod. Caster must know that target has the skill before he can make the target Unlearn it. (though seeing a blaster in the target's hand is enough for the caster to assume that the target has skill with a blaster ..,).

    • 09 - Forget III
    As Forget I, except lost period of memory is one hour.

    • 10 - lmplant Thought
    Caster is able to implant one single concept thought in the target's head. The thought must not be absolutely contrary to the target's normal lines of thinking, or target is at a +50 for his RR. If target resists by more than 25, he perceives what is being attempted.

    • 11 - Unminding
    Target's mind is completely blank for the duration. He cannot perceive events, time, or activity; he is stunned 1 round after his mind wanders back

    • 12 - Forget True
    As Forget I, except period of time lost is up to I hourflevel

    • 13 - Unlearning II
    As above, except duration is one standard day.

    • 14 - Amnesia
    Target forgets who he is, who his friends are, and his entire life background for the duration. He does retain all of his skills and Psion knowledge (if any).

    • 15 - Implant Memory
    Caster can implant one memory in target's mind, causing the target to believe that he did or said something in the past. Same restrictions as per limplant Thought above.

    • 20 - Cruel Unminding
    Similar to Unlearning, except target 'Yorgets" all skills, and is unaware that he has forgotten each one until he tries to use it. Each attempt to cast a Psion inevitably ends in failure; any maneuver or attack is resolved with a skill rank bonus of -25.

    • 25 - Unlearning True
    As Unlearning, except effect of Psion is permanent. Target is allowed to learn the skill again as if he had never known it.

    • 30 - Mind Break
    Target's Reasoning, Intuition, and Memory drop to 02 for the duration of the Psion. He may be led about and fed, but is essentially a mindless buffoon and useless. He can take no independent action.

    • 50 - Implant Thought Pattern
    Caster can alter target's entire way of thinking (i.e., change his personality, who he thinks his friends are, his 'alignment'). His old memories are repressed, but skills remain unaffected. Target gets to try to resist (and thus cancel) the Psion's effects once every 10 standard days.


    Possession

    Possession

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    The Possession list is devoted mainly to the concept of the Telepath controlling or 'inhabiting' the body of another being.
    Level Name Range Duration type
    01 - - - -
    02 View 3 m / lvl Concentration I
    03 Pattern Store 3 m / lvl - P *
    04 - - - -
    05 Sense 3 m / lvl Concentration M
    06 Metempsion 3 m / lvl Permanent M *
    07 Transferral 30 m 10 min / lvl M
    08 Far View 30 m / lvl Concentration M
    09 Far Sense 30 m / lvl Concentration M
    10 Knowing Transferral 30 m / lvl 10 min / lvl M
    11 - - - -
    12 Ready Metempsion 300 m / lvl Permanent M S *
    13 Distant View 10 km / lvl Concentration M
    14 Distant Sense 10 km / lvl Concentration M
    15 Metempsion True 10 Ly / lvl Permanent M S *
    20 Lord Metempsion 10 Ly / lvl Permanent M S *
    25 Transferral True 30 m 1 day / lvl M
    30 Transferral Mastery Unlimited after touch Permanent M
    50 Psionic Body Self 1 hr / lvl or Permanent M

    • 02 - View
    Allows castes to "view" a scene through another's eyes; target must be within range and sight, or within range.

    • 03 - Pattern Store
    Caster records a mental pattern of the target for future reference (including casting of other Psions on this list).

    • 05 - Sense
    Like View, except allows caster to experience all senses of the target; caster is in a trance and Extremely Hard (-30) to awaken while using this Psion.

    • 06 - Metempsion
    Caster, on the threshold of death is able to transfer his "soul" to another living body within range. Psion may only be attempted once (per death-thres hold experience). Caster's spirit (assuming the Psion is successful) will drive out and destroy the resident consciousness and have full control of the body, and retain all of his own skills - but gain none of the body's learned skills. Should the caster attempt to inhabit an animal, he will gain all instincts (GM may wish to devise rules governing the control of such instict as well). The Psion is permanent, and Caster can live out a life in the body - even Metempsioning to a new body when that one is exhausted. Caster may even transfer to a plant - but of course will be immobile ...

    • 07 - Transferral
    A temporary (and less drastic) version of Metenpsion. Caster and target's consciousnesses are exchanged; the caster is able to operate in the target's body at 90% of normal capacity, while the target is helpless and immobile in the caster's body. Target may try to break the transferral once every 10 min. by making a RR (at -20); caster may cancel at any time. If either body is destroyed (i.e., killed), the Psion is broken and the dead body's original mind is destroyed. The other mind returns to its original body, but is in a coma for 1-10 days

    • 08 - Far View
    As View except, with the aid of Pattern Store, caster may see through target's eyes to a greater range.

    • 09 - Far Sense
    As Sense except, with the aid of Pattern Store, caster may experience target's senses to a greater range.

    • 10 - Knowing Transferral
    Like Transferrall except target consciousness remains in his own body, so the two "share" consciousness. This is most often done with a willing target (and so a +50 bonus to suc;ess), but can be performed on an unwilling one. This could very well incapacitate the body, however. Bodies mist remain within 'range or the Psion is cancelled.

    • 12 - Ready Metempsion
    As Metempsion, except caster readys a preset target (using Pattern Store). Target must be in range at time of death or caster fails.

    • 13 - Distant View
    As Far Vieiv, except for range.

    • 14 - Distant Sense
    As Far Sense, except for range.

    • 15 - Metempsion True
    This Psion is designed for use with a willing target (the Mod. includes the bonus). The caster's soul may travel up to the Psion1s range to unite with a predetermined, willing "cohost". The two will share consciousness until death of the body, or Transferral of one of the consciousnesses

    • 20 - Lord Metempsion
    As Metempsion True, except Caster may attempt to seize the body of an unwilling host.

    • 25 - Transferral True
    As Transferral, except caster has 100% control of body, and target cannot attempt to cancel the Psion. In fact, when target returns to his body, he has no sense of time passage

    • 30 - Transferral Mastery
    Caster may exchange consciousnesses of two targets, move a consciousness from one target to another, etc. It takes 30 rnds to cast because of its complexity.

    • 50 - Psionic Body
    Caster is able to function without his body. If his body is destroyed, he maintains an invisible, noncorporeal existence, able to cast Psions as normal (including inhabiting another body). The body is invulnerable to physical and energy attacks, and is at -100 to Psionic attacks. Should the caster utilize this Psion while his body is intact, he must return to it before the duration is over or it will die.


    Optional Psions

    Level Name Range Duration type
    15 Mind Slayer 30 m Permanent M
    30 Mind Slayer True 30 m Permanent M
    60 Transcendent Transfer Touch Permanent U

    • 15 - Mind Slayer
    A brutal twist on the Transferral concept: caster drive's target's consciousness out of his body, rendering it comatose. Target's consciousness is not destroyed; simply 'lost'.
    • 30 - Mind Slayer True
    Mod: -30 As Mind Slayer except target's consciousness is utterly destroyed.
    • 60 - Transcendent Transfer
    Allows the caster to recall the conciousness of another being (provided it has not been destroyed) and reunite it with the body.

    Voice

    Voice

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    All Psions on this list (which specifically mention that the caster speaks) are ineffective unless the target has at least two skill ranks in the language used. Regarding Psions with extended durations, once the target has failed the initial attack, the caster can continue to control him via vocal communication, though with each such command there is a 10% chance the target will snap out of the control.
    Level Name Range Duration type
    01 - - - -
    02 Question 3 m - M
    03 - - - -
    04 Befriend 10 m 1 min / lvl M
    05 Command 10 m - M
    06 Fear 30 m 1 min / 10 failure M
    07 Suggestion 3 m Varies M
    08 Beguile 3 m Varies M
    09 Holding Word 10m Concentration M
    10 Control 3 m 10 min / lvl M
    11 Sow Suspicion 10 m 1 min / lvl M
    12 Seduce 10 m 1 hr / lvl M
    13 True Command 30 m - M
    14 Mass Suggestion 10 m radius Varies M
    15 Control II 3 m 10 min / lvl M
    20 Lord Control 30 m 1 hr / lvl M
    25 Control True 30 m 1 hr / lvl M
    30 Great Control Varies Permanent M
    50 Mass Control 30 m 1 hr / lvl M

    • 02 - Question
    Target must answer one, single-concept question truthfully.

    • 04 - Befriend
    Target believes that caster is his friend (but will not necessarily obey an order from caster). Caster must speak to target at least once per round, though this does not require concentration.

    • 05 - Command
    Target will obey a single command (up to 3 words) from caster, e.g., "drop your gun!".

    • 06 - Fear
    Target fears caster and will attempt to flee from his sight.

    • 07 - Suggestion
    Target will follow a single suggested act that is not complr,;ely alien to him (e.g., will not suicide, will not blind himself, etc.)

    • 08 - Beguile
    Caster may speak one lie to the target, who will believe it to be absolute truth until presented with irrefutable evidence to the contrary.

    • 09 - Holding Word
    Caster speaks the word "Hold!" Target is forced to meet the caster's eyes and is paralyzed until caster breaks eye contact.

    • 10 - Control
    Target must obey the caster as specified in Suggestion, but for the duration of the Psion.

    • 11 - Sow Suspicion
    Caster can use this Psion to turn opponents against each other by making insinuating statements. Targets failing to resist forget the caster and argue amongst themselves.

    • 12 - Seduce
    If target of appropriate sexual - preference and same race, caster is able to emotionally, sensually, or sexually seduce the target, who will also obey him as in Controlfor the duration. There is a 20% chance that the target is permanently emotionally tied to the caster afterwards.

    • 13 - True Command
    Mod: -50 As Command, except for range, if target ordered to freeze, he is paralyzed for 1 rnd / 10 failure.

    • 14 - Mass Suggestion
    As Suggestion, except caster may affect a number of targets equal to his level. Those who fall under the suggestion will automatically attempt to convince any who resist to also follow it (though they will not use force).

    • 15 - Control II
    As Control, except caster may simultaneously control two targets.

    • 20 - Lord Control
    Mod: -20 As Control, but with increased effectiveness.

    • 25 - Control True
    As Lord Control, except tarset will obey caster in all rtitngs, including murder, suicide, etc.

    • 30 - Great Control
    As Control True, except Psion is permanent, until caster dies or annuls it.

    • 50 - Mass Control
    As Lord Control, except caster can affect everyone in a 100 meter radius.

    Mind Assault

    Mind Assault

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Distraction 30 m Concentration M
    02 Touch of Unconsciousness Touch - M
    03 Disorientation 30 m 1 day / 5 failure M
    04 Firenerves 30 m 1 min / lvl M
    05 Blinding 30 m Concentration M
    06 - - - -
    07 Paralyze 30 m 1 rnd / 10 failure M
    08 Unconsciousness 30 m - M
    09 Firenerves True 30 m 1 min / lvl M
    10 Mind Shout I 3 m Radius 1 rnd / 10 failure M *
    11 Transferral 30 m Varies M
    12 Coma 30 m 1 hr / 10 failure M
    13 - - - -
    14 Sensory Deprivation 30 m 1 day / 10 failure M
    15 Mind Shout II 20 m Radius 1 rnd / 10 failure M *
    20 Lord Paralyze 30 m 1 min / 10 failure M
    25 Great Shout 30 m Radius 1 rnd / 10 failure M *
    30 Transferral True 30 m Varies M
    50 Great Shout True 30 m Varies M *

    • 01 - Distraction
    Target is at -30 for all actions.

    • 02 - Touch of Unconsciousness
    Target falls into a state resembling natural sleep. He can be awakened, but is at -25 for the first two rounds afterwards.

    • 03 - Disorientation
    Target must subtract 25 from all orientation and initiative rolls.

    • 04 - Firenerves
    Target's brain receives pain stimulus: target in effect receives 50% of his remaining hits. These hits are 'relieved' when the Psion duration expires.

    • 05 - Blinding
    Target is blind and at -90 for all activity.

    • 07 - Paralyze
    Target is paralyzed.

    • 08 - Unconsciousness
    As Touch of Unconsciousness, except range is 30 m.

    • 09 - Firenerves True
    As Firenerves, except target's "hits" total decreased to 10% of his remaining hits.

    • 10 - Mind Shout I
    Everyone within the radius is a target, and all failing to resist are stunned. As with all of the Shout Psions, targets have a t30 to RRs if they are unable to actually hear the shout.

    • 11 - Transferral
    Target's mind and caster's mind are interchanged. The caster can operate at -50 in the target's body. Target in caster's body is inactive but aware. Caster may cancel the Psion at any time (takes 1 rnd); the target can only cancel the Psion if he makes a successful RR (which he gets to attempt every hour). If either body is destroyed (i.e., killed), the Psion is broken and the dead body's original mind is also destroyed. The other mind is returned to its original body, but he is in a coma for one day.

    • 12 - Coma
    Target is in a coma (unconscious and unwakeable).

    • 14 - Sensory Deprivation
    arget is totally deprived of sensory input; virtually incapable of action without artificial aid. Mental breakdown may result if condition lasts more than 5 days.

    • 15 - Mind Shout II
    As above, except radius of effect is 20m R

    • 20 - Lord Paralyze
    Mod: -20 Target is paralyzed.

    • 25 - Great Shout
    As Mind Shout except radius is 30m and all failing their RR by more than 50 are unconscious and at 1 hit point.

    • 30 - Transferral True
    As Transferral, except caster can operate at -10 effectiveness in target's body, and target may only make RRs once per day.

    • 50 - Great Shout True
    Mod: -20 to all Telepaths. Those failing to resist are unconscious as per Great Shout those failing to resist by more than 50 are dead.


    Optional Psions

    Level Name Range Duration type
    20 Lord Mind Shout 30 m Varies M
    40 Death's Shout 300 m Varies M

    • 20 - Lord Mind Shout
    Mod: -50 Similar to Mind Shout except there is only one target, who is at a significant RR disadvantage (-50). Failure means unconsciousness for 1 rnd / 5 failure; failure by more than 50 means death.
    • 40 - Death's Shout
    Mod: -50 As Lord Mind Shout except failure means instant death.

    Thought into Pain

    Thought into Pain

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Numbing 30 m Concentration F
    02 Pain 30 m Concentration F
    03 Choke 3 m Concentration F
    04 Unbalance 30 m - F
    05 Touch of Disruption Touch Permanent F
    06 Agony 30 m Concentration F
    07 Pain III 30 m Concentration F
    08 Choke True 3 m Varies F
    09 - - - -
    10 Energy Channel 3 m Varies F
    11 - - - -
    12 Agony III 30 m Concentration F
    13 Disruption 30 m Permanent F
    14 True Agony 30 m 1 rnd / 10 failure F
    15 Mass Pain 30 m Concentration F
    20 Energy Channel True 10 m Concentration F
    25 Torment 30 m Concentration F
    30 Disruption True 60 m Permanent F
    50 Thought Into Pain 100 m Concentration F

    • 01 - Numbing
    Random limb is numb and useless.

    • 02 - Pain
    Target feels pain, and operates at -30.

    • 03 - Choke
    Target feels something around his neck. First round he is at -10, second round -20, etc., until after 10 rounds he is unconscious. If the caster wishes to concentrate 10 more, target is dead.

    • 04 - Unbalance
    Target is unbalanced. If he is moving he trips and falls (I rnd to recover); if performing a maneuver he must attempt it at -100.

    • 05 - Touch of Disruption
    Bones and tissues of target's body are disrupted as if he had fallen a long distance. If target fails his RR, by (01-10) he takes an "A" Impact critical; (11-20) = "B"; (21 -30) = "C"; (31 -40) = "D"; (41+) "E".

    • 06 - Agony
    As Pain, except target operates at -60

    • 07 - Pain III
    Caster may cause Pain to three individuals.

    • 08 - Choke True
    As Choke, except caster need not concentrate for the Psion to "choke" the target until he is unconscious. Alternatively, he may concentrate and the target will immediately be at -90; then if the caster holds the "Choke" for 10 rnds the target will loses consciousness; if the caster holds the "Choke" for 10 more rnds the target will die.

    • 10 - Energy Channel
    Mod: -30 A destructive channeling of raw Psion power. Caster extends hands and bolts of energy lance out to strike the target, who is immediately at -50 and receives one "B" severity Electricity critical per round. Caster must expend 10Ppts every round Psion is in effect. (Target only receives the one initial RR.)

    • 12 - Agony III
    Caster may cause Agony to three individuals.

    • 13 - Disruption
    As Touch of Disruption, except range is 30m

    • 14 - True Agony
    As Agony, except duration is 1 rndIl0 failure.

    • 15 - Mass Pain
    Caster may affect a number of targets equal to his level with Pain.

    • 20 - Energy Channel True
    Mod: -50 As Energy Channel, except target is at -90 and receives a "E" Electricity critical every round.

    • 25 - Torment
    As Pain, except target is at -90 due to intensity of the discomfort.

    • 30 - Disruption True
    As Touch of Disruption, except for modifier and range, and target takes an "E" lmpact if he fails to resist.

    • 50 - Thought Into Pain
    Caster may use any one of the Psions on this list at the rate of one per round as long as he concentrates.


    Illusion

    Illusion

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    Psions on this list allow a Telepath to alter the way that the target(s) senses things and so a RR is involved for the target(s). Normally, a RR may be made each rnd to ''disbelieve" an illusion; after the first successful RR for a given target, all following RRs against the same Illusion by that target are modified by +30. A GM may give special mods for RRs against Illusions that a target has a reason to believe is unreal (e.g., if you put your hand into an illusionary wall, you will find it easier to "disbelieve" it).
    Level Name Range Duration type
    01 Refraction 30 m 10 min / lvl P
    02 Ventriloquism 30 m Concentration P
    03 Audio lmpersonation Self 1 min / lvl M
    04 Deafness I 30 m 1 min / 10 failure M
    05 Visual lmpersonation Self 1 min / lvl M
    06 Facade Self 1 min / lvl M
    07 Displacement I Self 1 min / lvl M
    08 Visual Illusion I 30 m 1 min / lvl M
    09 Phantasm I 30 m 1 min / lvl M
    10 Silent Fence 30 m 1 min / lvl F
    11 Audio lmpetsonation True Self 1 hr / lvl M
    12 Visual lmpersonation True Self 1 hr / lvl M
    13 Visual Illusion III 300 m 1 hr / lvl M
    14 Phantasm III 30 m 10 min / lvl M
    15 Displacement II Self 1 min / lvl P
    20 Displacement III Self 1 min / lvl P
    25 Facade True 300 m 1 day / lvl M
    30 Mirage 1 km / lvl 1 day / lvl M
    50 Mirage True 10,000 Km / lvl Until Dispelled M

    • 01 - Refraction
    Makes an inanimate object (up to 10 cubic meters) appear to be 10 meters to one side of its actual location.

    • 02 - Ventriloquism
    Caster can speak and his voice will appear to come from a point within 100 meters. (Point must be in his field of vision.)

    • 03 - Audio lmpersonation
    Caster is able to (seemingly) imitate the voice of any one person he has heard in the last 25 hours - to all who fail their resistance rolls.

    • 04 - Deafness I
    By suppressing certain brain patterns the Telepath can cause deafness.

    • 05 - Visual lmpersonation
    As Audio lmpersonation except caster can appear to be any person he has seen within 25 hours. Same RR rules apply.

    • 06 - Facade
    Creates a visual warping of a two dimensional area of up to 100 square meters. Caster can create whatever images he desires on the Facade.

    • 07 - Displacement I
    Mod: -100 Caster appears to be off-set from where he really is; all attacks have no effect 10% of the time. Each time a foe misses him, the chance of that foe missing again goes down 5%.

    • 08 - Visual Illusion I
    Mod: -30 Cast may create a three dimensional illusion of up to 5 meters in radius. The illusion is very detailed, and remains in place even when touched (or passed through).

    • 09 - Phantasm I
    Mod: -30 Creates the image of one object or being, that will move however the caster desires while he concentrates. When the caster stops concentrating the image remains, but is immobile (the caster can resume concentration later and move the phantasm again). The phantasm may be of any size to fit in a 1m radius sphere.

    • 10 - Silent Fence
    Enables caster to create a sonic barrier, either flat up to 100 square meters or a hemisphere of 5 meter radius. Sounds cannot pass through the barrier in either direction.

    • 11 - Audio lmpetsonation True
    Mod: -30 As Audio Impersonation except for duration and modifier, and caster may also impersonate someone he has Pattern Stored.

    • 12 - Visual lmpersonation True
    Mod: -30 As Audio Impersonation True except visual stimulus is affected.

    • 13 - Visual lllusion III
    Mod: -30 As Visual Illusion I, except for range and duration, and caster may triple the size or subtract 30 from all RRs.

    • 14 - Phantasm III
    Mod: -30 As Phantasm I, except caster has three images.

    • 15 - Displacement II
    Mod: -100 As Displacement I, except chance of missing is 20%.

    • 20 - Displacement III
    Mod: -1 00 As Displacement I, except chance of missing is 30%.

    • 25 - Facade True
    Mod: -50 As Facade I except image is as large as 10,000 square meters.

    • 30 - Mirage
    Mod: -50 Caster is able to create a three dimensional illusion of great complexity up to 10 km in radius (town, spaceship, etc). It can be made to move if the caster concentrates.

    • 50 - Mirage True
    Mod: -50 As Mirage, except caster can create a 100 km/ lvl radius illusion (an illusory planet, even!). Of course, even the most basic sensor scan will reveal that there is nothing there.

    Mind's Defense

    Mind's Defense

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    By utilizing Mind's Defense, the Telepath is able to better defend himself against Psionic attacks.
    Level Name Range Duration type
    01 Inkling 30 m - P S *
    02 - - - -
    03 Psion Shield I Self 1 min / lvl D
    04 Mind Alert Self - P S *
    05 Psion Armor I Self 1 min / lvl D
    06 Psion Shield III Self 1 min / lvl D
    07 - - - -
    08 Mind Block Self Concentration D *
    09 Psion Armor il Self 1 min / lvl D
    10 Ready Block Self Concentration D S *
    11 Psion Shield V Self 1 min / lvl D
    12 Retaliation 30 m 1 min / lvl M
    13 - - - -
    14 Psion Armor III Self 1 min / lvl D
    15 Mind Block True Self 1 min / lvl D S *
    20 Lord Retaliation 100 m 1 min / lvl M
    25 Psionic Defense Self 1 min / lvl D S *
    30 Retaliation True Self 1 min / lvl D S *
    50 Psionic Citadel Self 1 min / lvl D S *

    • 01 - Inkling
    Caster (if conscious and generally alert) is warned one round before someone is about to Psionicalty attack him (assuming the attacking Psion requires preparation). If attacker succeeds in a RR, this Psion is not triggered.

    • 03 - Psion Shield I
    Provides +10 to casters RR (or DB if a physical attack Psion such as Energy Channels) vs all Psion attacks.

    • 04 - Mind Alert
    Mod: -20 Similar to Inkling except caster can be instantly awakened, is aware of the nature of the impending attack and its direction.

    • 05 - Psion Armor I
    As Psion Shield I, except provides +10 to caster's RR (or DB) vs all Psion attacks in any direction. Not Cumulative with Psion Shield.

    • 06 - Psion Shield III
    As Psion shield I, except provides +30 to casters RR (or DB) vs all Psion attacks.

    • 08 - Mind Block
    Caster is able to shield his mind from probes (not attacks) as if he were twice his actual level. The caster must have this Psion cast before he is actually attacked.

    • 09 - Psion Armor il
    As Psion Armor I, except provides +20 to caster's RR (or DB) vs all frontal Psion attacks in any direction.

    • 10 - Ready Block
    As Mind Bock, but caster is able to shield his mind from probes (not attacks) as if he were three times (3x) his actual level. This Psion is activated automatically by the Telepath's subconscious.

    • 11 - Psion Shield V
    As Psion shield I, except the bonus is +50.

    • 12 - Retaliation
    Caster not only gains +20 to his RR vs one Psion, should he resist successfully, the attacking Psion is reversed on the original caster. Psion must be recast after a successful Retaliation; other Psions cannot be cast while this one is active.

    • 14 - Psion Armor III
    As Psion Armor I, except provides +30 to caster's RR (or DB) vs all frontal Psion attacks in any direction.

    • 15 - Mind Block True
    As Ready Block but Telepath resists probes as if he were five times (5x) his actual level, and does not need to concentrate. He cannot cast any other Psions white blocking, however.

    • 20 - Lord Retaliation
    As Refaliation, except caster is abte to retaliate one Psion / rnd up to twenty (or he fails a RR)

    • 25 - Psionic Defense
    As Mind Block True, except caster resists all Psion attacks as indicated..

    • 30 - Retaliation True
    As Lord Retaliation, except caster has +1 / lvl to his RR, can retaliate a number of Psions up to his level (as many as 3 per round) and the Psion is activated automatically when he is attacked.

    • 50 - Psionic Citadel
    As Mind Block True except caster may cast Psions while using the Citadel, is immune to all Psions below 20th ivl, and has a +l / lvl RR bonus vs all attacks.

    Mind Discipline

    Mind Discipline

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Detect Probe Self - I * #
    02 Concentration I Self - U *
    03 - - - -
    04 Recall Self - U
    05 Memory Trance Self Permanent P
    06 Observation Self - U
    07 Concentration Ill Self - U *
    08 False Pattern Self - P * #
    09 Unpresence Self Concentration P
    10 Mind Block Self 1 min / lvl P
    11 Concentration V Self - U *
    12 False Presence True Self 1 day / lvl P * #
    13 Correlation Self 1 topic P
    14 Sensitivity Self - P
    15 Total Recall Self Permanent P
    20 Observation True Self 1 min / lvl P
    25 Sensitivity True Self 1 min / lvl P
    30 Correlation True Self 1 topic P
    50 Mind Master Self 10 min / lvl P

    • 01 - Detect Probe
    Psion is triggered whenever caster's mind is i being probed, attacked or monitored, and probing Psion fails a RR modified by -25.

    • 02 - Concentntion I
    Adds 10 to any action (not combat).

    • 04 - Recall
    Caster gets a 25% chance of recalling some key fact or occurrence from his subconscious, which could relate to the current situation (could be from his background or something he has forgotten).

    • 05 - Memory Trance
    Caster enters a trance-like state where he is unable move or talk, and is in fact not consciously aware of his surroundings. He is able, however, to absorb and flawlessly memorize audio or visual information at 1 Ox normal speed. The session can last up to 5 hours, and the caster can pre-arrange the ending time, or have the computer (or whatever is feeding the information) give a signal which terminates the trance. Otherwise the trance is difficult to come out of, and the caster is groggy for 2-20 rounds if disturbed or wakened by someone unaware of the 'trigger'. Useable once per day only.

    • 06 - Observation
    Caster gains insight or facts by observing a person or thing (as far away as 30m or equivalent with high-quality equipment) with intense concentration.

    • 07 - Concentration Ill
    As Concentration, except bonus is 30.

    • 08 - False Pattern
    This Psion is triggered any time someone attempts to Mind Pattern or Pattern Store the caster and fails to resist detection (with a 50 modification to the Patterner / Storer's detriment). It generates a false Mental pattern, different every time. PatternerlStorer is unaware that he has taken a false pattern.

    • 09 - Unpresence
    Caster is undetectable by Presence, Mind Pattern and similar Psions.

    • 10 - Mind Block
    Caster gains a t20 to his RR vs all Psionic Attacks.

    • 11 - Concentration V
    As Concentration except caster has a +50 bonus.

    • 12 - False Presence True
    As False Patfern, except caster may pre-set any false pattern he desires.

    • 13 - Correlation
    Caster is able to correlate known facts to obtain conclusions.

    • 14 - Sensitivity
    Similar to observation,-except using all senses in concert (caster must be physically present to utilize the Psion). Caster might detect hidden presences by breathing or heartbeat, note air patterns, minor temperature changes, odors, sounds (or lack thereof) and thus deduce useful data. Caster should roll, using Perception bonus. Range is about 100m.

    • 15 - Total Recall
    As Memory Trance, except caster is fully aware of his surroundings and can break the Psion at any time.

    • 20 -
    As Observation except virtually nothing escapes the notice of the caster. There is a duration, which implies that the caster is constantly receiving input - including from other persons in the room: nervous gestures, significant glances, body language, etc.

    • 25 - Sensitivity True
    As Sensitivity, but with the added potential as discussed in Observation True above multiplied by all senses.

    • 30 - Correlation True
    As Correlation, except no roll is involved and conclusions are obtained automatically, based even on scant information.

    • 50 - Mind Master
    Caster is able to freely use Total Recall, Sensitivity True, and Correlation True at will for the duration of the Psion.

    Teleportation

    Teleportation

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 - - - -
    02 Blink Self 1 rnd / lvl F
    03 - - - -
    04 Phasing Self 1 min / lvl F
    05 Leaving I Self - F
    06 Merge Self 1 min / lvl F
    07 Long Door Self - F
    08 Leaving II Self - F
    09 Phasing True Self 1 min / lvl F
    10 Teleport Self - F
    11 Passing Self 1 min / lvl F
    12 Long Door II Self - F
    13 - - - -
    14 Merging True Self 1 min / lvl F
    15 Mind's Portal Self - F
    20 Long Door III Self - F
    25 Passing True Self 1 min / lvl F
    30 Mind's Portal True Self - F
    50 Teieport True Self - F

    • 02 - Blink
    Caster is able to 'blink' out of normal space-time for up to a number of rounds equal to his level. Caster must decide when casting the Psion how long he intends to stay 'blinked out'. While 'blinked out', he has no perception of events during his absence, and in fact has no sense of time passage. We returns to exactly the same spot with the same orientation as before,

    • 04 - Phasing
    Allows caster to put himself and his personal equipment 'out of phase', Caster's perception while out of phase is at -50, and he cannot be hit by any weapon, nor can he attack or cast Psions. Caster is visible as three images of himself overlapping imperfectly: one blue, one red, one yellow. He may move at a rate of 10m / rnd, but at a risk of 'dissembling'. For each meter moved, caster has a 1% chance of "dissembling" in a colorful display (takes 1 "E" Electricity critical). Roll is made when Psion is terminated,

    • 05 - Leaving
    Caster teleports himself to a point up to 30m away, but there can be no intenrening physical or energy barriers (shields) in a direct line between the caster and the point (for these purposes a barrier is anything he could not physically go through; a closed door is a barrier, a pit is not).

    • 06 - Merge
    Allows caster to merge (body + 10cm depth) into any normal material. Caster cannot move or see while merged.

    • 07 - Long Door
    As Leaving, except caster can pass through barriers by specifying exact distances. An attempted Long Doorwhich would put the caster inside a solid object or send him through an energy shield simply bounces him back where he started (he must also roil a Psion Failure).

    • 08 - Leaving
    As above, except range is 100m.

    • 09 - Phasing True
    As Phasing, except caster's perception is only -25, and he can move 10m / rnd safely. Attempting to move any faster will risk "dissembly" as above.

    • 10 - Teleport
    As Long Door, except movement range is 10 kilometers / lvl This is also more risky.

    • 11 - Passing
    Caster is able to shift his molecules and so pass through any normal material of thickness up to 10 centimeters/lvl. if the caster attempts to pass through an activated energy shield of any type (he will sense the proximity of energy shields), he must resist versus a 1st level attack or his molecules will be hopelessly scrambled (he is dead). A successful RR cancels the Psion and bounces him back safely into a normal state.

    • 12 - Long Door
    As above, except range is 100 meters.

    • 14 - Merging True
    As Merge except caster can turn around and see out.

    • 15 - Mind's Portal
    As Teleport, except there is no additionat failure danger if caster is in mental communication (Telepathy) with a friendly entity at the destination point.

    • 20 - Long Door
    As above, except range is 300 meters,

    • 25 - Passing True
    As Passing* except caster may pass through up to f meter of material per level.

    • 30 - Mind's Portal True
    As Mind's Portal, except caster's travel range is unlimited - even to interstellar distances.

    • 50 - Teieport True
    As Teleport, except caster's travel range is unlimited.


    Optional Psions

    Level Name Range Duration type
    20 Teleport II Self - F
    30 Mind's Portal II Self - F
    40 Mind's Portal True II Self - F
    60 Teleport True ll Self - F
    70 Teleport True III Self - F

    • 20 - Teleport II
    As Teleport except caster may take one other entity (massing no more than 50% over Caster's mass) along at a range of 10km / lvl.. Caster must be touching 'passenger'.
    • 30 - Mind's Portal II
    As Mind's Portal except caster may take one other entity (massing no more than 50% over Caster's mass) along at a range of 10km / lvl.. Caster must be touching 'passenger'.
    • 40 - Mind's Portal True II
    As Mind's Portal II except there is theoretically no range limitation.
    • 60 - Teleport True ll
    As Teleport II except for unlimited range.
    • 70 - Teleport True III
    As Teleport True II except caster may take along two entities.

    Body Discipline

    Body Discipline

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Touch I Self 1 action U *
    02 Leaping Self 1 rnd F *
    03 Speed Ill Self 3 rnds F *
    04 Dodging I Self 1 rnd F *
    05 Flip I Self 1 rnd F *
    06 Hold Breath Self 1 rnd / lvl U *
    07 Great Leap Self 1 rnd F *
    08 Dodging III Self 1 rnd F *
    09 Touch Ill Self 1 action U *
    10 Haste Ill Self 3 rnds F *
    11 Flip Ill Self 1 rnd F *
    12 Speed V Self 5 rnds F *
    13 Landing True Self until landed F *
    14 Haste V Self 5 rnds F *
    15 Wallrunning Self 1 min / lvl F *
    20 Dodging True Self 1 rnd F *
    25 Haste X Self 10 rounds F *
    30 Ceilingrunning Self 1 min / lvl F *
    50 Master of Self Self 1 rnd / lvl F *

    • 01 - Touch I
    Caster gains superior tactile sensitivity, enabling him to perform small maneuvers (repairs, picking a lock, a surgical procedure) at +10.

    • 02 - Leaping
    Allows caster to leap 20m laterally or 5m vertically (on Terran-normal gravity) in the round that the Psion is cast.

    • 03 - Speed Ill
    Caster may act at twice his normal movement rate, but must spend a number of rounds equal to the rounds 'Speeded' at half-rate (immediately afterwards).

    • 04 - Dodging I
    Allows caster to dodge (-50 to attack roll) one nonenergy attack (missile, projectile or melee). The attack must be in caster's field of vision.

    • 05 - Flip I
    Allows caster to somersault in midair, landing up to 3m away, fully oriented and facing any direction. +30 to DB while 'flipping'.

    • 06 - Hold Breath
    Caster is able to hold his breath for an extended period by conserving oxygen.

    • 07 - Great Leap
    As Leaping, except limit is 3m/lvl laterally and 2m/lvl vertically (on Terran-normal gravity).

    • 08 - Dodging III
    As Dodging I except 3 attacks can be dodged.

    • 09 - Touch Ill
    As Touch except 30 is added to the maneuver.

    • 10 - Haste Ill
    As Speed III except no half-rate rounds are assessed.

    • 11 - Flip Ill
    As Flip, except 3 rapid 'flips' may be executed in quick succession.

    • 12 - Speed V
    As Speed III except caster is 'Speeded' for five rounds.

    • 13 - Landing True
    Allows the caster to land safely in a fall of up to 15m/lvl.

    • 14 - Haste V
    As Haste Ill except caster is 'hasted' for five rounds.

    • 15 - Wallrunning
    Caster is able to walk or run on any solid surface up to 90" from the gravity source s if he were on 'flat ground'.

    • 20 - Dodging True
    As Dodging except all (including energy) attacks against caster are at -50.

    • 25 - Haste X
    As Haste Ill except caster is 'hasted' for ten rounds.

    • 30 - Ceilingrunning
    Caster can walk or run on any solid surface as if he were acting against his homeworld gravity. This includes surfaces on which no gravity field is operating (e.g., the outside of a spaceship) as well as 'ceilings'.

    • 50 - Master of Self
    Caster may utilize any one of the non Speed/Haste Psions on this list every rnd.


    Optional Psions

    Level Name Range Duration type
    01 Landing Self Varies F *
    05 Strength Self 1 rnd / lvl U *
    10 Wallwalking Self 1 min / lvl F *
    11 Strength True Self 1 min / lvl U *
    35 Haste True Self 1 rnd / lvl F *

    • 01 - Landing
    Caster can land safely in a falldump up to 20ft/Ivl, and can reduce the severity of any longer fall.
    • 05 - Strength
    Caster gains great strength for a short period of time, adding t20 and doubling hits delivered by melee and thrown weapon attacks. Caster is also able to perform feats of great strength, exact fimits of which to be determined by the GM (they should not exceed what is theoretically possible by a humanoid, however).
    • 10 - Wallwalking
    Caster is able to walk on any solid surface up to 90° from the gravity source as if he were on 'flat ground',
    • 11 - Strength True
    As Strength, except caster has +30 and triples all strength-related hits delivered by melee and thrown weapon attacks. Caster also has 'superhuman' strength. Suggested limits: can lift 100 kilos/lvl.
    • 35 - Haste True
    As Haste except for duration.

    Changing

    Changing

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:
    With the Changing list the Telepath learns to control the molecular bonding of his body. By shifting the bonds without actualy affecting the structures, they skilled Telepath can assume difierent forms - or even learn to pass through 'solid' objects, Note that Passing is learned much earlier on this list than on Teleportation. The concepts of Passing are more related to a molecular shift than to a spontaneous matter energy transfer.
    Level Name Range Duration type
    01 Contortions Self Varies P
    02 Study 100 ft P
    03 Mask Self 10 min / lvl P
    04 Merge Self 1 min / lvl P
    05 Shape-shift Self Concentration P
    06 Mask True Self Until Cancelled P
    07 Passing Self - P
    08 Great Merge Self 10 min / lvl P
    09 Shape-shift True Self 10 min / lvl P
    10 Metamorph Self 10 min / lvl P
    11 - - - -
    12 Merge True Self 10 min / lvl P
    13 - - - -
    14 Metamorph True Self 10 min / lvl P
    15 Passing True Self Concentration P
    20 Lord Metamorph Self 1 hr / lvl P
    25 Shifting Self 1 hr / lvl P
    30 True Change Self 10 min / lvl P
    50 Master Metamorph Self Until cancelled P

    • 01 - Contortions
    Allows the caster to slightly alter his muscles, limbs, and trunk; this facilitates escaping from bonds and small places.

    • 02 - Study
    Caster studies and memorizes the appearance and mannerisms of a being, for later use in other Psions on this list.

    • 03 - Mask
    Allows caster to alter the form of his face; if he Studied a being he can take on the exact form,

    • 04 - Merge
    Allows caster to merge (body +25 cm depth) into any solid material. Caster cannot move while merged. Caster is also unable to pass through force barriers (shields).

    • 05 - Shape-shiR
    Caster can alter his body to the form of another humanoid race (no increase in mass). This cannot be a specific person.

    • 06 - Mask True
    As Face Shifting except for extended duration.

    • 07 - Passing
    Caster may pass through any material up to 1 meter thick (Psion simply does not activate when attempting to pass through thicker material.

    • 08 - Great Merge
    As Merge except caster may turn while merged and view the outside from within the object.

    • 09 - Shape-shift True
    As Shape-shift, except caster need not concentrate, and is able to appear exactly the same as a specific individual.

    • 10 - Metamorph
    As Shape-shift, except caster may adopt any life form within 20% of his normal mass. Caster must take on a form similar to his own (a human could become a Transhuman V or even an Idorian, but not a Trilopter or Aoemaran.

    • 12 - Merge True
    As Great Merging, except caster may cast Psions on himself while merged.

    • 14 - Metamorph True
    Caster is able to assume any form within 50% of his own mass and even assume fairly different physical shapes (such as a Snee or a Trilopter - but not a Wihr-Kohl or a Aoemaran.

    • 15 - Passing True
    Caster is able to pass through as much as 1 m / Ivl of solid material.

    • 20 - Lord Metamorph
    As Metamorph True, but caster also gains the abilities as well as the outward form he has assumed (the Snee Armor Type and strength, the Trilopter trinary brain capabilities, etc.).

    • 25 - Shifting
    As Shapeshift True, except caster may change form at will without casting another Psion (1 rnd is required per change).

    • 30 -
    Caster is able to assume the form of any fairly solid object (no more liquid than a very viscous fluid) of between 50 and 200% of his actual mass. Caster can even assume the form of an inanimate object, such as a chair or door.

    • 50 -
    As Lord Metamorph and True Change except caster can increase his mass by 5x or decrease it to 10% of his actual mass, He can assume any Caster may also change form at will without casting another Psion (1 rnd is required per change).


    Optional Psions

    Level Name Range Duration type
    90 Metamorphosis Self 1 hr / lvl P

    • 90 - Metamorphosis
    As Master Metarnorm except caster is able to assume any form he wishes (liquid, gaseous) and is subject to full benefits (and penalties) of the form.

    Metabolic Control

    Metabolic Control

    Psion Types:

  • # - free; Psion does not require Power Points to cast
  • * - lnstantaneous; psion does not require preparation
  • U - Utility Psion; a general use Psion that doesn't physically affect anyone of anything but the caster.
  • S - Subconscious Psion; a Psion that is triggered by the subconscious. Most do not require the conscious casting of the caster.
  • H - Healing Psion: a Psion that aids the caster or anouther person or thing with a physical healing process.
  • I - Informational Psion; a Psion which gathers information.
  • P - Passive Psion; a general use Psion that usually involves another person or thing, but not actively.
  • D - Defensive Psion; allows caster to resist of withstand the effects of a Psion, the elements, etc.
  • F - Force Psion; involves the manipulation of matter, energy, the elements, etc. through the use of a Psionic force.
  • M - Mental attack Psion; an attack Psion affecting the target's mind.

  • Notes:

    Level Name Range Duration type
    01 Clotting I Self Concentration H *
    02 Pain Relief I Self Concentration H S *
    03 Unstun I Self - H S *
    04 Mask Pain Self 1 min / lvl H S *
    05 Cut Repair I Self Concentration H
    06 Tissue Repair Self Concentration H
    07 Fracture Repair Self Concentration H
    08 Unstun Ill Self - H S *
    09 Vessel Repair Self Concentration H
    10 Resist Poison Self Concentration H S *
    11 Mask Pain Self 1 min / lvl H S *
    12 Tissue Repair True Self Varies H
    13 Pain Relief True Self Varies H S *
    14 Fracture Repair True Self Concentration H
    15 Neutralize Poison Self Concentration H S *
    20 Regeneration Self Varies H S *
    25 Resist Stun Self - H S *
    30 Trance Self Varies H S *
    50 Renewal True Self Varies H S *

    • 01 - Clotting I
    Reduces hits / rnd by 1, and after one minute of concentration the stoppage is permanent.

    • 02 - Pain Relief I
    Takes off one concussion hit / minute.

    • 03 - Unstun I
    Caster is relieved of one round of accumulated stun.

    • 04 - Mask Pain
    Caster is able to sustain an additional 25% of his total concussion hits before losing consciousness. Hits are still taken and remain when the Psion lapses.

    • 05 - Cut Repair I
    As Clotting l, except 1 hit of bleeding is permanently stopped every round.

    • 06 - Tissue Repair
    Caster is able to repair one damaged (but not 'destroyed') muscle or tendon (or similar tissue). This requires one hour of concentration.

    • 07 - Fracture Repair
    As Tissue Repair except this Psion will repair bone or cartilage which is broken, cut or torn (but not 'shattered' or 'destroyed').

    • 08 - Unstun Ill
    As Unstun I except three rounds of stun are immediately relieved.

    • 09 - Vessel Repair
    As Tissue Repair, except repairs one vein or artery.

    • 10 - Resist Poison
    Delays the effect of a poison as long as the caster concentrates.

    • 11 - Mask Pain
    As Mask Pain, except additional 50% hits can be taken.

    • 12 - Tissue Repair True
    As Tissue Repair except caster need not concentrate. Wounded area must be kept immobile, however. Will repair a 'destroyed' muscle or tendon (or similar tissue) in 25 hours while caster is in a trance.

    • 13 - Pain Relief True
    As Pain Relief l except 1 hitlround is relieved, and caster need not concentrate. If he is conscious, caster may keep this Psion from "Subconsciously" activating.

    • 14 - Fracture Repair True
    As Tissue Repair True, except will repair bones and cartilage.

    • 15 - Neutralize Poison
    The poison is the target and must make a RR vs the attack by this Psion. Failure means that the poison is permanently rendered harmless. Caster must concentrate for 1 hour to completely destroy the poison, and the effect is delayed for as long as the caster concentrates in any case.

    • 20 - Regeneration
    Caster is able to regenerate lost limbs, damaged or destroyed organs (not the brain) while in a trance. Note that, if caster is supposed to die from such a wound in a given period, this Psion will not save him unless it completes the repair before that time. Time required varies: 5-100 days for a limb (finger to leg); 10 days for damaged organ; 50 days for destroyed organ: Naturally, if the heart is destroyed or damaged, the caster will die unless he is in a Medstasis unit or otherwise kept artificially alive.

    • 25 - Resist Stun
    Any stun delivered to caster is immediately annulled.

    • 30 - Trance
    If caster is struck a death-blow, this Psion places him in a trance-like state. He does not die, but is in suspended animation. If caster is able to subconsciousty utilize the repair Psions above (or, ideally, Renewal True, below) the trance will last until he is able to regain consciousness - even if it requires days.

    • 50 - Renewal True
    If caster is forced to revert to Trance (above) or otherwise rendered unconscious, this Psion is triggered, and it utilizes all Psions necessary to repair the caster, at a total cost of only 50 PP's.


    Optional Psions

    Level Name Range Duration type
    25 Rejuvenate Self Varies H
    60 Rejuvenation Self Permanent H

    • 25 - Rejuvenate
    Caster is able to reverse ten years of aging from his body. This includes regeneration of any organs which have deteriorated (except the brain; though it does retard brain cell death). Rejuvenating process takes about a decaday. Caster is only able to utilize this Psion safely once per year, at which time ten more years can be removed, until caster reaches post adoiescence (about 20). Psion must them be cast oncelyear to maintain youth, or accelerated aging begins: 1 yr/ 10 days until caster returns to real age (or perhaps death). If Psion is cast more frequently than once a year, caster risks genetic damage and malformation.
    • 60 - Rejuvenation
    Caster is returned to a youthful form in about 10 min. This Psion is ongoing and need not ever be cast again; caster remains locked in a youthful state until (whatever),

    Projectil Weapons

    Conventional Pistols

    Coming in Light, Medium and Heavy versions, conventional pistols are slug throwing personal defense weapons. The models represented in the game are semiautomatic weapons, meaning that once a bullet is discharged, another is immediately available to fire. Ammunition of the proper caliber is interchangeable with conventional machine pistols.

    Shots Mk #
    5mm - Light Pistol
    Can fire up to two shots per round using the Small Projectile Attack Table, Mk.1.
    10mm - Medium Pistol
    Can fire up to two shots per round using the Small Projectile Attack Table, Mk.2.
    12mm - Heavy Pistol
    Can fire up to two shots per round using the Small Projectile Attack Table, Mk.3

    Conventional Machine Pistols

    In two versions, machine pistols are nothing more than embellished pistols, given offensive punch through an automatic fire capability. When used in a semi-automatic (single shot) mode, range characteristics remain the same, but less ammunition is expended in each attack. Ammunition of the proper caliber is interchangeable with conventional pistols.

    Shots Mk #
    5mm Light Machine Pistol
    Can fire up to two bursts per round or two shots per round (or combination adding to two), using the Small Projectile Attack Table, Mk.1.
    Both burst and single shot fire use the same range characteristics.
    10mm Medium Machine Pistol
    Can fire up to two bursts per round or two shots per round (or combination adding to two), using the Small Projectile Attack Table, Mk.2.
    Both burst and single shot fire use the same range characteristics.

    Conventional Rifles

    Rifles are long range slug throwers which come in Light, Medium and Heavy versions. They are semi-automatic weapons, and thus incapable of burst fire. Their ammunition, if of the proper caliber, is interchangeable with assault rifles.

    Shots Mk #
    5mm Light Rifle
    Can fire up to two shots per round using the Small Projectile Attack Table Mk 1.
    10mm Medium Rifle
    Can fire up to two shots per round using the Small Projectile Attack Table Mk 2.
    12mm Heavy Rifle
    Can fire up to two shots per round using the Small Projectile Attack Table Mk 3.

    Conventional Assault Rifles

    Assault rifles, which come in Light and Medium versions, are short rifles with automatic fire capability. When used in a semi-automatic (single shot) mode, their effective range performance characteristics increase. Their ammunition, if of the proper caliber, is interchangeable with rifles.

    Shots Mk #
    5mm Light Assault Rifle
    Can fire up to two bursts per round or two shots per round (or combination adding to two), using the Small Projectile Attack Table Mk 1.
    Effective single shot range characteristics are somewhat better than burst fire ranges.
    10mm Medium Assault Rifle
    Can fire up to two bursts per round or two shots per round (or combination adding to two), using the Small Projectile Attack Table Mk 2.
    Effective single shot range characteristics are somewhat better than burst fire ranges.

    Conventional Machine Guns

    Machine guns are fully automatic slug throwers with excellent range and durability. Although there are only two calibers (10mm and 12mm) of MG's represented in the game, machine guns come in Light, Medium and Heavy models. The differences between the Light and Medium versions are based on how the weapons are mounted, not the caliber of the bore. Light machine guns are fired from a bipod at the end of the barrel, while Medium machine guns are fired from a tripod or otherwise more stable mount. As one can see from the range differences, the stability of the Medium MG's firing plafform dramatically increases its effective range. It stands to reason that one can turn a Light MG into a Medium MG (and vice versa) by changing the mount. Light and Medium belt and magazine ammunition is interchangeable between these two weapons.

    Shots Mk #
    10mm Light Machine Gun
    Fires up to two bursts per round using the Small Projectile Aflack Table Mk 3.
    10mm Medium Machine Gun
    Fires up to two bursts per round using the Small Projectile Attack Table Mk 3.
    12mm Heavy Machine Gun
    Fires up to two bursts per round using the Small Projectile Attack Table Mk 4.

    Conventional Shotguns

    Of the shotguns represented in Space Master, there are two basic bores (15mm and 20mm), with three different variations of each (standard, sawed-off and autoshot). Shotguns are unique in that their very design is conducive to a variety of uses. For instance, merely changing the ammunition used can turn a shotgun into a flechettegun (which fires metal slivers instead of metal shot), or a slug thrower (by exchanging shot for a single slug). in addition, sawing off the shotgun's barrel will produce a more easily concealable weapon which trades off its already limited range. The autoshotguns provide burst fire through an automatic reloading mechanism. The various kinds of shotgun ammunitions are interchangeable between shotguns of the same bore.

    Shots Mk #
    15mm Shotgun and Sawed-off Shotgun
    Fires up to twice per round on the Shotgun Attack Table.
    Dependant Upon Range
    15mm Autoshotgun
    Fires two bursts per round. All targets in the firing arc are attacked on the Shotgun Attack Table
    Dependant Upon Range
    20mm Shotgun and Sawed-off Shotgun
    Fires up to twice per round on the Shotgun Attack Table.
    Dependant Upon Range
    20mm Autoshotgun
    Fires two bursts per round. All targets in the firing arc are attacked on the Shotgun Amck Table.
    Dependant Upon Range

    Needle Guns

    Needle pistols, carbines and rifles fire a spray of metal splinters by way of a sophisticated spring mechanism. Because no explosives are required to propel the splinters, Needlers are almost completely silent weapons. Needle ammunition is not interchangeable between the three classes of needle guns because the splinters become larger (increasing the effective ranges and penetration power) as the classification of gun increases. All Needle guns tend to be notoriously small, with short barrels, making them easily concealable. They are excellent (and quite deadly) close quarter weapons.

    Shots Mk #
    Needle Pistol
    Fires up to two bursts per round on the Small Projectile Attack Table Mk 1.
    Needle Carbine
    Fires up to two bursts per round on thesmall Projectile Attack Table Mk 2.
    Needle Rifle
    Fires up to two bursts per round on the Small Projectile Attack Table Mk 3.

    Tangle Guns

    Tangleguns fire a special ammunition which, upon hitting the target, expands, enveloping the foe with tough fibrous strands. There are three types of tangleguns, a pistol, carbine and rifle. Their ammunition is not interchangeable.

    Shots Mk #
    Tangle Pistol
    Fires up to two shots per round on the Entangle Attack Table Mk 3.
    Tangle Carbine
    Fires up to two shots per round on the Entangle Attack Table Mk 4.
    Tangle Rifle
    Fires up to two shots per round on the Entangle Attack Table Mk 5.

    Tazer Guns

    Tasers are devastating stun weapons. The three versions (pistol, carbine and rifle) each fire a prong or barb which trails behind it a fine conducting wire connected to the shell. If the barb manages to strike the target's skin, a small power source located in the shell discharges a strong electric jolt. The effective ranges of these weapons are restricted by the low carrying weight of the barb and the amount of wire which can be spooled out by the shell. The ammunition of these three tasers is not interchangeable.

    Shots Mk #
    Taser Pistol
    Capable of firing one shot on the Small Projectile Attack Table Mk 1. Specific critical results are ignored; rather, any target given a critical takes an "E" severity Stun critical instead.
    Taser Carbine
    Fires up to two shots per round on the Small Projectile Attack Table Mk 2. Specific critical results are ignored; rather, any target given a critical takes an "E" severity Stun criticat instead.
    Taser Rifle
    Fires up to two shots per round on the Small Projectile Attack Table Mk 3. Specific critical results are ignored; rather, any target given a critical takes an "E" severity Stun critical instead.

    Rocket Guns

    Rocketguns, of which there are three types (pistols, carbines and rifles), are specially constructed launching mechanisms for self-propelled small caliber ammunition. Ammunition is completely interchangeable between the three types of rocketguns

    Shots Mk #
    Rocket Pistol
    Fires up to two shots per round on the Small Projectile Attack Table Mk 3.
    Rocket Carbine
    Fires up to two shots per round, or two bursts per round (or a combination adding up to two), on the Small Projectile Attack Table Mk 3.
    Single shot fire has somewhat improved effective range characteristics over burst fire.
    Rocket Rifle
    Fires up to two shots per round, or two bursts per round (or a combination adding up to two), on the Small Projectile Attack Table Mk 3.
    Single shot fire has somewhat improved effective range characteristics over burst fire.

    Magnetic Linear Accelerators

    MLA Pistols and Rifles have special conducting-coil barrels which, when powered, accelerate MLA ammunition to exceptional velocities. Imparted with such momentum, MLA slugs are the ultimate in hand-held, anti-personnel stopping power. The size of a "Linex" (as the technology is referred to) weapon is telling; the pistol barrel length is never less than 40cm, while the rifle barrel can be well over 1.5 meters long. Pistol and rifle ammunition is interchangeable.

    Shots Mk #
    MLA (Linex) Pistol
    Fires up to two shots per round on the Small Projectile Attack Table Mk 4.
    This weapon must be powered by one Utility Cartridge.
    MLA (Linex) Rifle
    Fires up to two shots per round on the Small Projectile Attack Table Mk 5. This weapon must be powered by one Utility Pack.
    Note that it is the more powerful energy source (as opposed to a larger slug) which allows a Linex rifle to do more damage than a Linex pistol.

    Granade Launcher

    Grenade launchers come in many shapes and sizes, all having different performance characteristics. The one represented in the game is a standard version. It may be a weapon unto itself, or a version fused alongside the barrel of another gun. The range characteristics listed in the Master Weapons Chart are indicative of the standard propellant charge which most rifle-launched grenades have. Therefore, ranges will vary if stronger or weaker propellant is used.

    Shots Mk #
    Grenade Rifle
    Weapon can discharge up to two grenades per round. The combat roll is resolved on the Launcher Error Chart to determine where the grenade has landed. lndividual grenade attacks are then resolved on the Grenade Attack Table against any potential victims in the blast radis of the warhead.
    Dependant upon Ammunition

    Rocket Propelled Grenade Launchers

    These launchers are merely mechanisms to discharge rocket propelled grenades. The may be disposable (after one launching), or reusable.
    The range characteristics listed in the Master Weapons Charl are indicative of two things: 1) the standard propellant charge with which most rocket propeiled grenades are issued, and 2) the limit of effective targeting for an unguided warhead over a distance.
    With these considerations in mind, the GM may wish to vary the range of a given RPG slightly if the propellant charge was altered.

    Shots Mk #
    RPG Launcher
    Mechanism capable of discharging one RPG. The combat roll is resolved on the Launcher Error Chart to determine where the rocket propelled grenade has landed.
    lndividual grenade attacks are then resolved on the Grenade Attack Table against any potential victims in the blast radis of the warhead.
    Dependant upon Ammunition

    Portable Missle Launchers

    Portable missile launchers are firing mechanisms for small guided or unguided missiles. Because of the variety of missile types, no range characteristics are listed in the Master Weapons Chart.
    A listing of the various types of portable missiles, and their range characteristics can be found in the Ammunition Section. Basically, the PML and the PML Quad are breach-loading tubes on a rifle stock.
    The stock alone harbors the firing control, and the guidance system (if guided missiles are used). The PML Autoload weapon uses a single launching tube but is compatible with a magazine feeder, eliminating the necessity of breach-loading the device.
    Because portable missiles are somewhat standardized in physical size, a PML could theoretically fire any MK. number of portable missile from Mk 1 through Mk 5.

    Shots Mk #
    PML
    A mechanism fires one portable missile. Range characteristics are dependent upon the portable missile being used.
    The combat roll is resolved on the Launcher Error Chart to determine where the missile has landed.
    lndividual portable missile attacks are then resolved on the Grenade Attack Table against any potential victims in the blast radis of the warhead.
    Dependant upon Ammunition
    PML Quad and Autofeed
    Mechanisms capable of firing up to two portable missiles per round. Range characteristics are dependant upon the portable missile being used.
    Combat rolls are resolved on the Launcher Error Chart to determine where a given missile lands. Individual portable missile attacks are then resolved on the Grenade AttackTable against any potential victims in the blast radis of the warhead.
    Dependant upon Ammunition

    Energy Weapons

    Lasers

    Man-portable laser weapons function on the premise that a highly cohesive, layered stream of homogeneous electromagnetic radiation can be delivered to a target causing a "burn-through" of armor and subsequent heat damage to the victim. Lasers have the advantage of being absolutely silent when discharged, and their beams are virtually invisible uniess obsewed in the infra-red or in pitch darkness. There is no noticeable recoil when a laser fires. Their disadvantages lie in size and durability. By necessity, laser barrels are quite long and unwieldy, and any misalignment of the delivery system wil I cause a malfunction. Lasers also lose effectiveness as they fire through smoke or anti-laser aerosols.
    Lasers are represented in the game by five general types. The Mini Laser is significantly miniaturized by most standards of this technology and so can fit onto the end of a fingertip. The Laser Pistol is a comfortable hand-held weapon, despite its longish barrel. The Assault Laser and Laser Rifle, though effective offensive weapons, are cumbersome. Their greatest strength lies in their range characteristics. The Heavy Laser is an excellent support weapon when mounted on a firing platform.

    Shots Mk #
    Mini Laser
    Fires once per round on the Laser Attack Table Mk 1. Power supply is either a Utility Cell or a Weapon Cell.
    Laser Pistol
    Fires up to twice per round on the Laser Attack Table Mk 2. Power supply is a Weapon Cell.
    Assault Laser
    Fires up to twice per round on the Laser Attack Table Mk 3. Power supply is a Weapon Cartridge.
    Laser Rifle
    Fires up to twice per round on the Laser Attack Table Mk 4. Power supply is a Weapon Cartridge.
    Heavy Laser
    Fires up to twice per round on the Laser Attack Table Mk 5. Power supply is a Weapon Pack.

    Blasters

    Blasters, or, more properly, particle beam weapons, contain miniature particle accelerators. When the weapon is discharged, the light atomic nuclei in the accelerator are shot out at the target. Unfortunately, once released from the mechanism, the "blast bolt" tends to lose cohesion and becomes rather random in its flight and hitting power. When discharged, blasters emit a piercing screech, and have a slight recoil.
    Blasters are represented in the game by five general types. The Mini Blaster is small enough to be concealed in the palm of a man's hand. The Blast Pistol is a favored weapon due to its wieldiness and excellent defensive capabilities. The Assault Blaster and Blast Rifle (t) are popular military weapons because of their relative reliability The Heavy Blaster is a devastating weapon only limited by its range characteristics.

    Shots Mk #
    Mini Blaster
    Fires once per round on the Blaster Attack Table Mk 1. Power supply is either a Utility Cell or a Weapon Cell.
    Blaster Pistol
    Fires up to twice per round on the Blaster Attack Table Mk 2. Power supply is a Weapon Cell.
    Assault Blaster
    Fires up to twice per round on the Blaster Attack Table Mk 3. Power supply is a Weapon Cartridge.
    Blaster Rifle
    Fires up to twice per round on the Blaster Attack Table Mk 4. Power supply is a Weapon Cartridge.
    Heavy Blaster
    Fires up to twice per round on the Blaster Attack Table Mk 5. Power supply is a Weapon Pack.

    Stunners

    Stunners pulse strong electromagnetic radiation at their targets. At the frequencies used for these weapons, stunners tend to shock and disorient their foes. Because sound pressure waves are not the medium for the discharge, stunners are weapons equally capable in atmospheres or vacuum. They make no noise when discharged, emit no visible beam, and have no recoil. Stunners are excellent non-lethal, suppression systems.
    There are five general stunner types represented in the game. The Mini Stunner is so smali that it can be concealed in almost anything, from a false eye, to a chemical lighter. The Stun Pistol is a favored police weapon on nonviolent worlds because of its capacity to subdue foes at close range. Assault Stunners and Stun Rifles (t) are often used for riot control and similar exercises. The Heavy Stunner, with its arc firing capability, makes an excellent non-violent crowd control support weapon.

    Shots Mk #
    Mini Stunner
    Fires once per round on the Blaster Attack Table Mk 1. Power supply is either a Utility Cell or a Weapon Cell.
    Stun Pistol
    Fires up to twice per round on the Stunner Attack Table Mk 2. Power supply is a Weapon Cell.
    Assault Stunner
    Fires up to twice per round on the Stunner Attack Table Mk 3. Power supply is a Weapon Cartridge.
    Stunner Rifle
    Fires up to twice per round on the Stunner Attack Table Mk 4. Power supply is a Weapon Cartridge.
    Heavy Stunner
    Fires up to twice per round on the Stunner Attack Table Mk 5. Power supply is a Weapon Pack.

    Disruptors

    Disruptors use the same attack delivery principle as stunners. However, at the frequencies used for these weapons, disruptors set up sympathetic vibrations with the target's molecular structure. Disintegration of chemical bonds is the normal effect, causing massive destruction within the target. Often, the end result in a living target is quite gruesome. Cells explode, bones shatter, and blood vessels rupture.
    There are five general disruptor types represented in the game. The Mini Disruptor is a typically small espionage device. The Disruptor Pistol, Assault Disruptor and Disruptor Rifle are increasingly deadly and cruel weapons used almost exclusiveiy by the military. The Heavy Disruptor is a truly evil weapon when used against organic targets, and is thus severely monitored.

    Shots Mk #
    Mini Disruptor
    Fires once per round on the Disruptor Attack Table Mk 1. Power supply is either a Utility or Weapon Cell.
    Disruptor Pistol
    Fires up to twice per round on the Disruptor Attack Table Mk 2. Power supply is a Weapon Cell.
    Assault Disruptor
    Fires up to twice per round on the Disruptor Attack Table Mk 3. Power supply is a Weapon Cartridge
    Disruptor Rifle
    Fires up to twice per round on the Disruptor Attack Table Mk 4. Power supply is a Weapon Cartridge.
    Heavy Disruptor
    Fires up to twice per round on the Disruptor Attack Table Mk 5. Power supply is a Weapon Pack.

    StruptorGuns

    Struptorguns are unique in that they incorporate both a stunner mechanism and a disruptor mechanism in the same weapon. Invariably, struptorguns have two settings; "STUN" and "DISRUPT". One merely flips a toggle on the weapon's breach to obtain a different effect. In all respects, struptorguns adhere to the descriptions of Stunners and Disruptors found above.



    Plasma Repeators

    Man-portable plasma weapon technology is an offshoot of the blaster firing system. Essentially, plasma attack mechanisms heat accelerated particles by means of their microfusion reactor power supply. The resulting super-heated, subatomic particle plasma can then be shot out of the accelerator with devastating effects. The weapon is termed a "repeator" because the limited magnetic containment apparatus inside a plasma weapon can neither hold very much plasma nor hold it for a very long time. Thus, small bolts of plasma are discharged in rapid succession, for once the containment vessel is evacuated, newly generated plasma quickly fills it and is ready for discharge again. The net result is a weapon system that spits out bolt after bolt of hot plasma, with menacing "cracking" sounds and moderate recoil. Plasmatic repeators are by no means ideal weapons; they quickly drain their power supplies, the individual bolts retain the blaster's inherent unpredictabitity, and they are invariably large and cumbersome. Two types of plasmatic repeators are represented in the game. The Plasma Repeator Rifle is just unencumbering enough to be held as a two-handed weapon, though it is still quite unwieldy. The Heavy Plasma Repeator is actually a support weapon requiring a firing plafform for full effectiveness.

    Shots Mk #
    Plasma Repeator Rifle
    Fires up to two bursts per round on the Blaster Attack Table Mk 5. Power supply is a Microfusion Weapon Reactor.
    Heavy Plasma Repeator
    Fires up to two bursts per round on the Blaster Attack Table Mk 5. Power supply is a Microfusion Weapon Reactor.

    Flamer Weapons

    Flamers

    Flamers propel a chemical mix which both adheres to its target and burns for an extended period of time. Once ignited by the discharging mechanism, the flamer chemical mix is almost impossible to extinguish until it has consumed itself. Flamers tend to make a satisfying "Whoosh" sound when discharged. Oxygen is required for the chemicals to burn, so flamers are useless in vaccuum or oxygenstarved atmospheres.
    Five flamer types are represented in the game. The Mini Flamer is small enough to be fired from the wrist of a man if its power supply is strapped to the wielder's forearm. The Flame Pistol is considered a good close-range weapon. The Assault Flamer and Flame Rifle have a fair offensive capability, and are only restricted by their range characteristics. Heavy Flamers are support weapons to be feared at close because of their fair range and superior burning effects.

    Shots Mk #
    Mini Flamer
    Fires once per round on the Flamer Attack Table Mk 1. Power supply is a Flamer Cell.
    Flame Pistol
    Fires up to twice per round on the Flamer Attack Table Mk 2. Power supply is a Flamer Cell.
    Assault Flamer
    Fires up to twice per round on the Flamer Attack Table Mk 3. Power supply is a Flamer Cartridge
    Flame Rifle
    Fires up to twice per round on the Flamer Attack Table Mk 4. Power supply is a Flamer Cartridge.
    Heavy Flamer
    Fires up to twice per round on the Flamer Attack Table Mk 5. Power supply is a Flamer Pack.

    Melee Weapons

    Power Sword

    This quite rare and arcane weapon takes the form of a handgrip when not activated. A finely aligned set of refractors in one end of the grip allows the weapon to form a powerful energy 'blade' about one meter long, thus creating an effective melee weapon.




    Force Knife

    Similar to the power sword, though the adjustable blade can only extend about 40cm and is not as powerful. It is more common, used as a tool more than a weapon.



    Ammunition Rounds

    General Purpose Rounds

    The General Purpose (GP) round comes in 5mm, 10mm, and 12mm calibers and forms the basis for the Small Projectile Attack Table. Such rounds are assumed to be caseless for conventional pistols, machine pistols, rifles and assault rifles. On the other hand, conventional machine guns generally use slugs encased in a cartridge. Both the standard Linex round (used in MLA weapons), and the standard Rocket round (used in Rocketguns) are assumed to be GP.





    Armor Piercing Round

    Armor Piercing (AP) rounds come in 5mm, 10mm, and 12mm calibers, and may be fired from conventional pistols, machine pistols, rifles, assault rifles, and machine guns. They may be caseless or encased, and are also available in Linex and Rocket round versions. When an AP round is fired at an opponent wearing armor (generally ATs 5 through 20), 5 is added to the attacker's OB. If an AP round is fired at an unarmored foe (generally ATs 1 through 4), 5 is subtracted from the attacker's OB,





    High Explosive Rounds

    High Explosive (HE) rounds come in 5mm, IOmm, and 12mm calibers, and may be fired by conventional pistols, machine pistols, rifles, assault rifles, and machine guns. They may be caseless or encased, and are also available in Linex and Rocket round versions. When an HE round hits an unarmored foe (generally having an AT of 1 through 4), an lnternal Disruption critical, of the same severity as the primary critical delivered by the combat roll, is added to the combat result. If an HE round is fired at an armored target (generally of AT 5 through 20), 10 is subtracted from the attacker's OB, and no extra Internal Disruption critical is delivered.




    High Explosive Armor Piercing Rounds

    High Explosive Armor Piercing (HEAP) rounds come in 5mm, 10mm, and 12mm calibers, and may be fired from conventional pistols, machine pistols, rifles, assault rifles, and machine guns. They may be caseless or encased, and are available in Linex and Rocket round versions. HEAP rounds always deliver an extra Internal Disruption critical of the same severity as the primary critical delivered by the attack.






    Tungsten Core Rounds

    Tungsten core (TC) rounds are available for 5mm, 10mm, 12mm, Linex and Rocket round GP and AP ammunition. Tungsten core rounds add an additional +5 to the attacker's 0B due to their mass being concentrated within a smaller crosssection. A round may not be TC and DUC at the same time.







    Depleted Uranium Core Rounds

    Depleted Uranium core (DUC) rounds are available for 5mm, 10mm, 12mm, Linex and Rocket round GP and AP ammunition. DUC rounds add an additional +5 to the attacker's OB, and raises the maximum damage threshold level of the weapon by one due to their increased mass. Therefore, a medium rifle firing a DUC round would resolve its attack on the Small Projectile Attack Table Mk 4 (instead of Mk 3). A round may not be DUC and TC at the same time.





    Shotgun Standard Shot Rounds

    Standard Shot (SS) rounds form the basis of the Shotgun Attack Table and are available for all shotgun bores. An SS shell generally contains a multitude of tiny metal spheres (called shot) which are projected out of the shotgun barrel when the weapon is fired. At longer ranges SS rounds tend to do Pierce criticals, white at short ranges, Shrapnel Automatic criticals are delivered.






    Shotgun Flechette Rounds

    Flechette (FL) rounds are available for all shotgun bores. An FL shell contains a multitude of tiny metal slivers (called flechettes) which are projected out of the shotgun barrel, spinning violently, when the weapon is fired. At longer ranges, FL rounds do Slash criticals, while at short ranges, Shrapnel Automatic criticals are delivered.






    Shotgun Slug Rounds

    Shotgun Slug (SL) rounds are available for all shotgun bores. An SL shell contains a single large metal slug which is projected out of the shotgun barrel when the weapon is fired. Use the Small Projectile attack table with a Mk 3 threshold for 15mm bores and a Mk 4 threshold for 20mm bores. If a critical result is achieved, roll for both Pierce and lmpact criticals of the same severity.






    Standard Needlegun Rounds

    Standard Needlegun (SN) rounds are slivers of hardened steel which begin to spin after being discharged from the needlegun. Using the Small Projectile Attack Table, SN rounds do Slash criticals.








    Super-teflon Coated Rounds

    Any GP, AP, HE, or HEAP round (whether or not having a TC or DUC), or shotgun shot and flechettes, or needlegun rounds may be Super-teflon Coated (STC). STC rounds add t5 to an attacker's OB when firing against ATs 5-8 (with a higher Maximum Result at Point Blank range).







    lrulon Coated Rounds

    Any GP, AP, HE, or HEAP round (whether or not having a TC or DUC), or shotgun shot and flechettes, or needlegun rounds may be lrulon Coated (IC). IC rounds add t5 to an attacker's OB when firing against ATs 9-20 (with a higher Maximum Result at Point Blank range).







    Tranquilizer Rounds

    Tranquilizer (TR) rounds may be discharged from conventional pistols, machine pistols, rifles, assault rifles, and shotguns in lieu of regular ammunition. The only restriction is that an attack may not exceed the Mk.2 threshold level. The GM may stipulate that only half of the normal concussion hits are delivered due to the lack of penetrating power intrinsic to any TR. If a critical is obtained, it is not resolved, but rather merely means that the round's tranquilizing drug has been * delivered into the target's system. In this instance, the target must immediately make an RR against the level of the tranquilizer drug (GM's discretion). Failing, the target is then knocked out for a number of rounds equal to the percentage that the RR was failed by. Generally, once the target comes around, he will be disoriented for a number of rounds equal those he was knocked out for.


    Poisoned Rounds

    Poisoned (PO) rounds may be discharged from conventional pistols, machine pistols, rifles, assault rifles and shotguns. In addition, flechettes and needle ammunition may be coated with poisons. The design of poisons (and acids), are left to the devising of the GM, but as for some suggestions: certain poisons may only effect specific creatures, some effects may be delayed, biotoxins may be used, and so on.


    Grenades And Missiles

    General Purpose Grenades/Missiles

    General Purpose (GP) grenades are anti-personnel warheads available in sizes ranging from Mk 1 through Mk 5. They come in hand-thrown, launched, rocket propelled, and portable missile versions. Every GP grenade produces the requisite five blast radii when detonated. GP grenades resolve their effects on the Grenade Attack Table, delivering both Shrapnel and lmpact criticals of the same severity. There are three variations of the GP grenade.


    Type 1
    Point Defense General Purpose (PDGP) grenades have warheads with restricted blast radii to allow their use at close quarters, or for pin-point attacks. Each blast radius extends outward from the detonated grenade only one (1) meter per Mk #.

    Type 2
    Standard General Purpose (GP) grenades form the basis of this series, having standard blast radii. Each blast radius extends outward from the detonated grenade two (2) meters per Mk #.

    Type 3
    Enhanced General Purpose (EGP) grenades have warheads which produce abnormally large blast radii. Each blast radius extends outward from the detonated grenade three (3) meters per Mk.#.





    Concussion Grenades/Missiles

    Concussion (CO) grenades are antipersonnel warheads available in sizes ranging from Mk 1 through Mk 5. They come in hand-thrown, launched, rocket propelled, and portable missile versions. Every CO grenade produces the requisite five blast radii when detonated. CO grenades resolve their effects on the Grenade Attack Table, delivering an lmpact critical when called for. There are three variations of the CO grenade.


    Type 1
    (PDCO) grenades have warheads with restricted blast radii to allow their use at close quarters, or for pin-point attacks. Each blast radius extends outward from the detonated grenade only one (1) meter per Mk #.

    Type 2
    (CO) grenades form the basis of this series, having standard blast radii. Each blast radius extends outward from the detonated grenade two (2) meters per Mk #.

    Type 3
    (ECO) grenades have warheads which produce abnormally large blast radii. Each blast radius extends outward from the detonated grenade three (3) meters per Mk #. In addition, any lmpact critical is rolled twice, and all results are applied to the target.






    Shrapnel Grenades/Missiles

    Shrapnel (SH) grenades are antipersonnel warheads available in sizes ranging from Mk 1 through Mk 5. They come in hand-thrown, launched, rocket propelled, and portable missile versions. Every SH grenade produces the requisite five blast radii when detonated. SH grenades resolve their effects on the Grenade Attack Table, delivering a Shrapnel critical when called for. There are three variations of the SH grenade.


    Type 1
    Point Defense Shrapnel (PDSH) grenades have warheads with restricted blast radii to allow their use at close quarters, or for pin-point attacks. Each blast radius extends outward from the detonated grenade only one (1) meter per Mk #.

    Type 2
    Standard Shrapnel (SH) grenades form the basis of this series, having standard blast radii. Each blast radius extends outward from the detonated grenade two (2) meters per Mk.#. In addition, a Shrapnel critical delivered within the first Blast Radii (Ground Zero), is rolled twice with all results applying to the target.

    Type 3
    Enhanced Shrapnel (ESH) grenades have warheads which produce abnormally large blast radii. Each blast radius extends outward from the detonated grenade three (3) meters per Mk.#. In addition, any Shrapnel critical delivered within the first two Blast Radii (Ground Zero and the second Blast Radius) is rolled twice with all results applied to the target.



    Plasma Grenades/Missiles

    Plasma (PL) grenades are antipersonnel warheads available in sizes ranging from Mk 1 through Mk 5. They come in hand-thrown, launched, rocket propelled versions, and portable missiles. Every PL grenade produces the requisite five blast radii when detonated. PL grenades resolve their effects on the Grenade Attack Table, delivering Heat, Impact, and Radiation criticals of the same severity. There are three variations of the PL grenade.


    Type 1
    Point Defense Plasma (PDPL) grenades have warheads with restricted blast radii to allow their use at close quarters, or for pin-point attacks. Each blast radius extends outward from the detonated grenade only one (1) meter per Mk #.

    Type 2
    Standard Plasma (PL) grenades form the basis of this series, having standard blast radii. Each blast radius extends outward from the detonated grenade two (2) meters per Mk #.

    Type 3
    Enhanced Plasma (EPL) grenades have warheads which produce abnormally large blast radii. Each blast radius extends outward from the detonated grenade three (3) meters per Mk #. In addition, the Heat effect of the warhead is residual when the grenade is detonated in any sort of atmosphere. Any targets occupying the Ground Zero of the warhead on the round after detonation takes an automatic "C" Heat critical (only a "B" Heat critical if the target is wearing an activated energy shield).


    Smoke Grenades/Missiles

    Smoke (SMK) grenades are obscuring/signalling/concealment warheads available in sizes ranging from Mk 1 through Mk 5. They come in hand-thrown, launched, rocket propelled, and portable missile versions. Every SMK grenade produces the requisite five blast radii when detonated, but instead of giving explosive damage, smoke is produced in the area. The GM will have to adjudicate smoke effects. Generally, the more dispersed the smoke from Ground Zero, the easier it will be to see through. Here is a set of guidelines for Perception and Combat modifiers when looking or firing through smoke: Ground Zero (-50), 2nd Blast Radius (-40), 3rd Blast Radius (-30), 4th Blast Radius (-20), and 5th Blast Radius (-10). Only use the worst modifier in application for each individual SMK grenade. There are three variations of the SMK grenade.


    Type 1
    Point Defense Smoke (PDSMK) grenades have warheads with restricted blast radii to allow their use at close quarters, or for pin-point deliveries. Each blast radius extends outward from the detonated grenade two (2) meters per Mk #. The smoke will last for 10 minutes if the atmospheric medium is undisturbed.

    Type 2
    Standard Smoke (SMK) grenades form the basis of this series, having standard blast radii. Each blast radius extends outward from the detonated grenade four (4) meters per Mk #. The smoke will last for 20 minutes if the atmospheric medium is undisturbed.

    Type 3
    Enhanced Smoke (ESMK) grenades have warheads which produce abnormally large blast radii. Each blast radius extends outward from the detonated grenade six (6) meters per Mk #. The smoke will last for 30 minutes if the atmospheric medium is undisturbed.

    Anti-laser Aerosol Grenades/Missiles

    Anti-laser Aerosol (ALA) grenades are defensive warheads which defeat coherent light (e.g., Laser) beams. They are available in sizes ranging from Mk 1 through Mk 5, and come in hand-thrown, launched, rocket propelled, and portable missile versions. Every ALA grenade produces the requisite five blast radii when detonated. ALA grenades defeat Laser attacks using the following modifiers: Laser fired through Ground Zero (-100), 2nd Blast Radius (-80), 3rd Blast Radius (-60), 4th Blast Radius (-40), 5th Blast Radius (-20). Only use the worst modifier for each effect produced by a single ALA grenade. Anti-laser aerosols do not affect perception in any way. There are three variations of the GP grenade:


    Type 1
    Point Defense Anti-laser Aerosol (PDALA) grenades have warheads with restricted blast radii to allow their use at close quarters, or for pin-point deliveries. Each blast radius extends outward from the detonated grenade only one (1) meter per Mk #. The aerosol remains suspended for 10 minutes provided that the atmosphere is undisturbed.

    Type 2
    Standard Anti-laser Aerosol (ALA) grenades form the basis of this series, having standard blast radii. Each blast radius extends outward from the detonated grenade two (2) meters per Mk #. The aerosol remains suspended for 20 minutes provided that the atmosphere is undisturbed.

    Type 3
    Enhanced Anti-laser Aerosol (EALA) grenades have warheads which produce abnormally large blast radii. Each blast radius extends outward from the detonated grenade three (3) meters per Mk #. The aerosol remains suspended for 30 minutes provided that the atmosphere is undisturbed.

    Armor

    Cloth Skin Base Armor Types
    This category encompasses normal cloth attire, robes, unarmored environmental suits and normal animal hides.

    Armor Type 01

    Skin (AT 01)
    Normal ctothing, assumed worn if other covering is not specified.








    Armor Type 02

    Robes/Environmental Suit (AT 02)
    Encumbering full-length ceremonial robes or non-armored environmental suiting.








    Armor Type 03

    Light Hide (AT 03)
    The natural hide of certain animals (e.g., deer, dog, wolf and the like).








    Armor Type 04

    Heavy Hide (AT 04)
    The skin of androids, and the natural hide of certain animals (e.g., buffalo, elephant, bear and the like).







    Light Body Armor Types
    This category encompasses pliable, lightweight ballistic cloths and alloys. References to "kevlar" assume an advanced material with superior puncture resistance, while "duralloy" is the name given to any number of soft armors which become rigid when struck by a considerable force.

    Armor Type 05

    Flak Vest (AT 05)
    A heavy quilt or kevlar vest covering the back, torso and abdomen.








    Armor Type 06

    Extended Flak Vest (AT 06)
    A heavy quilt or kevlar vest which extends down the arms and to mid-thigh,








    Armor Type 07

    Reinforced Flak Vest (AT 07)
    An Extended Flak Vest with duratloy plates sewn in for added protection.








    Armor Type 08

    Reinforced Flak Armor (AT 08)
    A full suit of duralloy-reinforced kevlar, covering the body from the collar to the lower legs. Padding protects the joints and groin.







    Pliable Armored Bodysuit Types
    This category encompasses environmentally secure bodysuits of flexible but resilient cloth covered with laminated, yet somewhat pliable, armor pieces. The armored sections are typically made of duralloys layered with battleplastics. This category encompasses normal cloth attire, robes, unarmored environmental suits and normal animal hides. When a compatible helmet and life support system are added to the armor types of this category, the wearer may be totally immune to hostile environments (such as hard vacuum). This category also includes the rigid hide coverings of certain animals

    Armor Type 09

    Pliable Breastplate (AT 09)
    An environmental bodysuit mated with a softarmored breastplate which covers the back, torso and abdomen. There may also be shoulderfupper arm and thigh armor.








    Armor Type 10

    Pliable Breastplate & Greaves (AT 10)
    An environmental bodysuit covered with a soft-armored breastplate, as well as arm and leg greaves. The greaves typically cover the outer forearms, thighs and shins.








    Armor Type 11

    Pliable Half Plate (AT 11)
    An environmental bodysuit coupled with softarmored plates which cover the torso, back, abdomen, arms, and the fronts and backs of the legs, Also, the hides of certain creatures that contain at least a few rigid plates (e.g., rhinoceros, alligator, and the like).








    Armor Type 12

    Pliable Full Plate (AT 12)
    An environmental bodysuit covered with softarmored plates. Additional areas protected include the neck, groin, buttocks, hands and feet. Many joints remain exposed however. Also, the hides of creatures which contain many rigid plates (e.g., turtles, crabs, certain alien beasts, and the like).








    Mesh Armored Bodysuit Types
    This category encompasses environmentally secure bodysuits of non-constricting and resilient cloths, covered with mesh armor to various degrees. Mesh armor is a flexible covering of plasteels and synthi-armors woven so as to give optimum mobility for the considerable protection they impart to the wearer. When these armor types are coupled with a compatible helmet and life support system, the wearer may be immune to hostile environments (like hard vaccuum).

    Armor Type 13

    Mesh Shirt (AT 13)
    An environmental bodysuit mated with a mesh armor shirt which covers the torso to the midthigh, back, and half of the upper arms.








    Armor Type 14

    Mesh Shirt & Greaves (AT 14)
    An environmental bodysuit and mesh armor shirt coupled with arm and shin greaves. Greaves may be of mesh or battleplastics.








    Armor Type 15

    Full Mesh (AT 15)
    An environmental bodysuit under mesh armor which covers most of the body in the form of a shirt and leggings.








    Armor Type 16

    Battle Mesh (AT 16)
    An environmental bodysuit covered completely by reinforced mesh armor. Extra padding, in the form of cushioned duralloys and/or battleplastics protect the groin and joints.







    Armored Exoskeleton Types
    This category encompasses advanced battle armor, the toughest protection available to combatants short of Powered Armor. Exoskeletons are hard integrated plates which can deflect many attacks which would otherwise cleave through lesser armor types. Exoskeleton armor is typically a fused amalgam of hardened duralloys, ceramic plates, and battleplastics, formed soas to allow maximum maneuverability. The last two armor types in this category may be sealed against the environment as they have integral helms and life support systems.

    Armor Type 17

    Exoskeleton Breastplate (AT 17)
    An exoskeletal breastplate with auxiliary plates covering the back, upper arms, abdomen and upper thighs.








    Armor Type 18

    Exoskeleton Breastplate And Greaves (AT 18)
    An exoskeletal breastplate with auxiliary plates. This armor type includes greaves of hardened battteplastics which protect the forearms and shins.








    Armor Type 19

    Half Exoskeleton (AT 19)
    A rigid exoskeletal armor covering most of the body. An undersuiting of mesh and resilient cloths protect exposed areas (such as the neck, groin, joints, and backs of the legs).








    Armor Type 20

    Full Armored Exoskeleton (AT 20)
    A rigid exoskeletal armor which covers the entire body. Plates may overlap at the joints, imparting complete combat integrity.








    Shields

    Velocity Sheilds

    Velocity Shield (1 Utility Pack required)

    Works basically on the principle that the faster something approaches, the more resistance the shield generates.
    Wearer is essentially -30 vs. all regular melee attacks; -45 vs missile; -60 vs projectiles (due to greater velocity). This shield is extremely effective against projectile weapons, but useless against energy weapons, as the beam has virtually no mass to resist.

    An option with the Velocity Shield is a wrist collector, a device worn about the lower arm, and attached to the main shield belt via a light cable. The collector effects the shield aura in such a manner that the shield's deflective energy is concentrated more at the front of the wearer (or wherever the arm is held) much like a version of ancient physical shields. The effect adds 25 to all frontal DBs (-55 vs melee, -70 vs missile, -85 vs projectiles), however, it reduces the DB on all other facings by 20 (-10 vs melee, -25 vs missile, -30 vs projectiles).

    Deflector Shields

    Deflector Shield (1 Utility Pack required)

    Creating a different sort of field than the Velocity Shield, this shield is very effective against energy weapons, somewhat useful against fast projectiles, but almost useless against missile and melee weapons.
    It uses the very energy of the incoming attack to deflect, or alter its course.


    It is useful against energy waves as well as material objects, if their kinetic energy is high enough. Wearer is -60 vs energy attacks -40 vs projectiles, -15 vs Missile, -5 vs Melee.

    Absorption Shields

    Absorption Shield (1 Utility Pack required)

    Although useful against all forms of attack, this shield is not as effective as A or B in either.
    It acts to absorb and dissipate over its surface the energy of an incoming object, thus slowing (or even stopping) it.


    Wearer is -30 against all forms of attack.

    Barrier Shields

    Barrier Shield: (2 Utility Reactors required)

    Although useful against all forms of attack, this shield is not as effective as A or B in either.
    Able to generate a very powerful field of energy about the wearer, this is the most impressive of the four, and requires a portable reactor rather than a standard power pack (though the reactor should be treated the same as the power pack for energy drain and overload possibilities). It is correspondingly bulkier and more expensive.

    It does, however, effectively stop all but the most determined energy weapon attacks (wearer at -90). The shield stops material objects by deflecting, or if they are moving fast enough, destroying them. Projectiles are usually completely vaporized before reaching the target. For missile and projectile attacks, treat wearer as -70; missile destroyed in the shot if stopped (unless the missile is some special material or item, in which case the GM may wish to give it a RR). For melee, treat wearer as -60; and roll a RR for the attacking weapon after each strike or attempted strike. If a metal weapon is used, wielder takes 1-10 hits during each strike, as power feedback is channeled down the weapon.


    Power Cells

    Energy Cells

    Cells are generally small pods of negligable weight.
    The various power cells include: Utility Cells, Weapon Cells and Flamer Cells

    Type 1 - Utility Cells
    Used to power a wide variety of low power consumption equipment, and some Mini Energy Weapons.

    Type 2 - Weapon Cells
    Used to power small Lasers, Blasters, Stunners, and Disruptors.

    Type 3 - Flamer Cells
    Used to power small Flamers. These cells are significantly larger than the other power cells.







    Energy Cartridges

    Cartridges are generally short cylinders or blocks which slide into recepticles in the equipment. They have moderate weight.
    The various power cartridges include: Utility Cartridges, Weapon Cartridges and Flamer Cartridges

    Type 1 - Utility Cartridges
    Used to power some larger pieces of squipment, including Linex Weapons.

    Type 2 - Weapon Cartridges
    Used to power Assault Energy Weapons and Energy Rifles like Lasers, Blasters, Stunners, and Disruptors.

    Type 3 - Flamer Cartridges
    Used to power medium sized Flamers. Flamer cartridges are, by necessity, rather large, as they contain the Flamer's volatile chemical mix.






    Energy Packs

    Packs vary significantly in size and weight, with the determining factor being the sophistication of the producers, and their level of technology. They may be small enough to be attached to the piece of equipment they power. More often, it is the case that power packs are chest or back-slung, with a power cable running from the power supply to the equipment.
    The various power packs include: Utility Packs, Weapon Packs and Flamer Packs

    Type 1 - Utility Packs
    Used to power large pieces of field equipment.

    Type 2 - Weapon Packs
    Used to power Heavy Lasers, Blasters, Stunners, and Disruptors.

    Type 3 - Flamer Packs
    Used to power Heavy Flamers. These power packs are exceptionally encumbering, and are typically back-slung when transported by a man.




    Microfusion Reactors

    Microfusion reactors are quite small, considering their power output. They are about the same size as a small power pack, but somewhat heavier. When an equipment failure roll results in a "power source depleted" result, any given microfusion reactor does not suddenly become an expensive piece of scrap metal, (that only happens on a subsequent Dl0 roll of 1). On the contrary, all that is required is a refueling of the reactor, which can be accomplished by simply adding more water to the unit.
    There are two types of Microfusion Reactors: Utility Reactors and Weapon Reactors.

    Type 1 - Utility Reactors
    This durable field unit is capable of powering a wide variety of heavy gear. Given the proper adaptor, a Utility Reactor could conceivably power any piece of equipment short of a Flamer Weapon.

    Type 2 - Weapon Reactors
    The Weapon Reactor is the only device capable of powering a Plasmatic Repeator. Given the proper adaptor, a Weapon Reactor could conceivably power any energy weapon except a Flamer.




    Personal Equipment

    Calculator Unit

    A small ("pocketsized") calculator capable of performing only the most basic of mathematical functions. The calculator unit can add, subtract, multiply, divide, perform square roots, simple logarithms, derivation and integration. It also possesses a memory function.
    Requires 1 Utility Cell.





    Chronometer

    A small ("pocketsized") Fitted with a lifetime power cell, these wristwatch-like devices invariably perform several other tasks, including personal metabolic monitoring, limited audio recording, etc.
    Requires 1 Utility Cell.






    Computer Map

    Actually a combined scannerlrecorder, this device uses hologlass plates to store visual information. The Map records informationcontinuousfy in a 100m. radius about the carrier, providing a faultless return guide. Premade maps from aerial and orbital scans can also be fed into the Map, which compares scan data with immediate surroundings to pinpoint current location. One Hologlass can store about 1,000,000 sq. km of map data. The Map is a 2cm thick 10 x 10 cm square, one full face devoted to a giassteel display face, which displays a 3-0 top-view at a nearly infinite range of magnification. The Map can also project the image (in the right lighting) in a 3m square display.
    Requires 1 Utility Cell.


    Distance Lenses

    About the size of a pair of small binoculars, these combine the powers of Infrared and Filter lenses, as well as superb magnification (up to 100,000x). A small display inside, along the edge of the view gives distance to an object targeted in crosshairs (up to 20 km).
    Requires 1 Utility Cell.





    Earphone Communicator

    A lightweight headset, it mounts in one ear with a filament wire extending to just in front of the mouth, a tiny microphone mounted on the tip. The unit is very lightweight and unencumbering. Hearing, even through the unit, is unimpaired. Range: 100m; also used on-board vehicles.
    Requires 1 Utility Cell.





    Elmonit Card

    Not a 'credit' card, but an electronic checking system. The Elmonit card is about the size of a credit card, though 5 mm thick, and contains encoded data on the possessor's available financial resources. When plugged into a Merchant or Bank transactor the data is read, and, if the holder is making a purchase, the amount is deducted, altering the data. Illegal data alteration is extremely difficult, aIthough not impossible. Normally they are only accepted if locally (within a system) issued so that the Bank network can verify the integrity of the card. For Interstellar travel, the traveller is issued a special bank credit, with which he/she/it mlay set up a temporary account at the local institution. Like the ldent Disk (see below), Elmonit cards are chemically keyed to the owner.


    Glow Globe

    An 8 cm diameter translucent sphere, the glowglobe is a portable, self-contained light source. Light level is altered by twisting the hemispheres, from 'off' to an illumination equal to about a 150 watt light bulb. Also triggered when the globe is turned on is a tiny gravity neutralizer rendering the globe weightless. A small loop is mounted on one hemisphere where the globe can be 'moored' to keep it from floating away. A variety of light shades are also available.
    Requires 1 Utility Cell.



    Ident Card (Replacement)

    One ldent Disk card is issued to each citizen of the lmperium free of charge; lost ones are replaced at a penalty charge. The ident disk is a 5 cm plate about 2 mm thick, carrying on one face a holo-image of the bearer, and on the other face a special sensory material, engraved with the name of the bearer in standard Terran. Within the disk is held an array of personal information - physical, physiological, psychological and historical - as well as a retina scan for further ident confirmation. Access to this information is limited, depending on the reader. Normally, only authorized Patrol readers with a master clearance have full access, and only Confederation Hospital readers have full medical (physiological and psychological) access.


    Infra-red Lenses

    Less expensive than the lenses above, they perform basically the same function. They do, however, reduce wearer Perception by 20 (and it is is obvious that one is wearing them, as opposed to the lenses, which are undetectable to the casual observer).






    Infra-red Goggles

    Contact lenses, wearable for up to a month without discomfort, which allow the wearer to 'see' into the infrared spectrum, allowing him to discern heat-radiating objects even in the dark. Activated by pupil dilation, they do not impede normal vision, Must be customfitted (included in price).






    Lightrod

    Basically a sophisticated flashlight, the lightrod can act as a signal beacon, in addition to possessing a variety of other levels of intensity and beam width.
    Requires 1 Utility Cell.






    Magnetic Compass

    This simple device will function on any planet where magnetic poles are present. About 6 cm in diameter and 4 mm thick.







    Makeover Kit

    About the size of a small attach6 case, this unit includes a built-in Holoviewer. In addition you will find a number of advanced cosmetics and colored eye lenses, allowing the skilled user to alter hislherlits face and hands to appear to be nearly any humanoid racial type. One very skilled, using a superimposed holo-image, can duplicate the exact features of another individual. An easier method of exact impersonation, also in the kit, is a spray-on mask, which allows one to make a mold and perfect mask of the impersonee. Of course, a willing (or unconscious) impersonee is necessary for this operation
    Requires 1 Utility Cells.


    Microcomputer

    A small, hand-held computer unit (15 x 10 x 3 centimeters), the microcomputer is capable of performing all basic mathematical functions (this program is part of the unit's hardware), and can record data and perform programmed functions just as any larger computer (given that the appropriate programs are in the unit). The microcomputer features a 6 centimeter diagonal screen and a mini keyboard (which is protected by a hinged faceplate when not in use), and is unable to respond to vocal commands. The computer has a receptacle for memory discs and is capable of full data playback.
    Requires 1-4 Utility Cells. (dependant upon the Mk#)


    Molecutronic Scrambler

    The bane of many an android and computer brain, the Molecutronic Scrambler creates a specifically tuned (random general electromagnetics have no effect on molecutronics) electromagnetic field which thoroughly disrupts the workings of molecutronics. The Mk.# of the Scrambler (which can only be as large as Mk.50) is used as the attack level.
    Requires 1 Utility Cells per Mk#




    Personal EW Generator

    This is a belt carried device which, when activated, cloaks the subject from scanning detection attempts.
    Requires 1 Utility Pack







    Pocket Communicator

    A small, palmed sized device designed for long-range audio communication (1000 km overland, or land to standard overhead orbit). It can be linked to a muitiscanner to transmit coded information for more detailed shipboard analysis -though this is not 100% dependable over long distances, and can be time-consuming
    Requires 1 Utility Cell




    Poison Detector

    Using the principals of diffracted X-ray analysis, this small handheld device is capable of detecting many different types of poisons commonly used in food or drink. The Detector has "standard" diffraction signatures stored in its memory; these are used to make positive matches when poisons are present in the analyzed material. A special X-ray reflective plate must be placed under or behind the subject matter, and the Detector is then waved within 10 cm of the subject surface
    Requires 1 Utility Cell



    Psion Damping Gear

    As developed by Fredrik Borg, this lighfweight equipment takes the form of a headband, laced with dozens of superconductor filaments crisscrossing in a dome formation to make an open mesh skullcap. Each headband requires 4 energy cells to operate, and is triggered automatically when the wearer is the target of an attack Psion. Each time the wearer is attacked, the cap must make a resistance roll at 20th level.
    Requires 4 Utility Cells




    Multi Scanner

    An extremely useful device for explorer / adventurers, the multiscanner is the ultimate in portable analysis and detection instruments. Readout is via a 2-D screen set on top of the device, just above the control surfaces. The device is capable of three separate types of scanlanalysis (Life Forms, Power Source, Physical material,) as well as recording scan information for future, more detailed analysis by an onboard ship or land-based computer. It is also capable of normal audio-video recording. Information is stored on standard memory disks, 4 cm in diameter and 7 mm. thick, each capable of holding 10 hours of continuous full-spectrum scan (about 10 memory units) in molecular memory. There is storage space in the bottom of the scanner for four disks.
    Requires 1 Utility Catridge



    Repair Scanner

    The Repair Scanner is the Technician's counterpart to the Medic's Medscanner or the Explorer's Multiscanner. Successful use of the Repair Scanner allows a Technician to determine the exact causes and effects of malfunctions or damage to mechanical, power, and electrical systems. At a range of 10 meters it will detect a disrupted circuit, and as range decreases it can pinpoint the problem. Repair scanners can act as an infra-plate, probing to a depth of 50 cm though it does not mount to a surface and nust be held), and can detect even minute electrical currents at a range of 100m.
    Requires 1 Utility Catridge



    Tactical Scanner

    A much simpler version of the standard Multiscanner, the tactical scanner is the preferred tool by many military services. The Tactical Scanner has drawbacks, however: standard range is only 30 meters (360" scan) and the scanner only detects in two modes, motion and infrared (heat sources). While capable of detecting in a vertical range 10 meters up and down, most users set the scanner for a more limited vertical field. It does not distinguish life forms, power sources, or perform any sort of analysis. It is strictly a tactical information tool; size of all objects is approximate. The Scanner is able to penetrate most normal physical objects (walls, bulkheads) and force fields. It can be mounted to large weapons (such as plasma rifles) or hand-carried.
    Requires 1 Utility Cell



    Signal Beacon

    A flat disk about the size of a Memory Disk, the beacon projects a very bright beam of red light as far as 10 km. in length. The touch-switch allows for binary code transmission. Total light duration on one power cell: 5 hours.
    Requires 1 Utility Cell





    Ultra Goggles

    Like the Lenses below, except these are less expensive, and reduce Perception by 20.
    Requires 0 Utility Cell







    Ultra Lenses

    These combine the features of Infra-red and Light Filter lenses. Must be custom-fitted (included in price).
    Requires 0 Utility Cell







    Security Scanner

    This is the term used for an entire class of hand portable data retrieval devices especially designed to read coded information off of an ldent Disc (they are commonly referred to as "ldent Scanners" for this reason). These devices are standard-issue equipment for most law enforcement officers throughout the Imperial and Provincial territories, as well as security personnel who represent the more autonomous corporate concerns. (Available in 3 models) Type 1 - Basic hospitality and entertainment industry - hotels, casinos, private party sequirity. (name, age, gender, origin, eye/hair color. Type 2 - As type 1 plus - Local Law Enforcment - Fines, criminal record, warents, income, savings, property, relatives and associates. Type 3 - As type 2 plus - Govenment Intellegence - Travel details, employment, family history, shopping / spending habits, banking, and more.
    Requires 2 Utility Cells




    Medical Equipment

    Medical Scanner

    A device almost identical to the Multiscanner in appearance, its detectionl analysis abilities are more specialized in the Life Signs field. Life form detection and distinction between animal and plant life can be made at a distance of 1000 meters. At 500 meters, individual animal life units can be discerned (within a given 50 m radius, after a scan) and within 100 meters the instrument will give information on basic animal types. Within 2 meters it can detect subtle racial differences and simple diagnostic analysis, such as detecting foreign matter in the target bloodstream, dangerous bacteria, etc. More accurate readings on an individual are possible if the Scanner has the person's Medhistory fed into it directly. (This can be transmitted via communicator tie-in or read off of a memory disk.) Note that the Medscanner does not provide treatment advice.
    Requires 1 Utility Cartridge



    Diagnostic Computer

    About three times the size of the Medscanner, this device has a 20 unit internal storage capacity as well as memory disks, read / write ability, and space to store five extra disks. It is a sophisticated diagnostic device, capable of a detailed biomedical and psychologic analysis. It does not perform scanning functions; rather it reads data gleaned by a Medscanner and interprets it much more effectively than the scanner, including detailed treatment advice (something the Medscanner does not do). Once again, accurate readings are much easier if the computehr as had a Medhistory of the patient previously input. An average complete Medhistory (including all previous scans and medical history) is kept on the patient's ident disc.
    Requires 2 Utility Cells



    Dermal Closer

    Releasing an energy wave which accelerates cell regeneration radically, the Closer is used for healing concussion hits at the rate of 1 / round while activated; also will heal bleeding wounds (max 5 hits per round in severity) at the rate of llround. The Sealer will also repair up to 2nd degree burns. One power cell in this unit will heal a total 'of 100 hits or hitslround.
    Requires 1 Utility Cell





    Tissue Knitter

    Working on the same principle as the Dermal closer but more powerful, the Knitter is able to rejoin muscle, tendon and cartilage. Severe and complex injuries (such as shatters) are not recommended to be treated by field equipment, as the sophistication of these devices is limited. Tissues be joined must be aligned somewhat.
    Requires 1 Utility Cell




    Regenergun

    Will repair and regenerate any severity burns at the rate of approx 10 hitslminute. The 'gun' wiII also regenerate destroyed muscle, cartilage, tendon and partial bone tissue, requiring about one hour for each regenerated part. The gun cannot re-grow complex tissues like organs. The patient is at -25 (for each regenergun treatment) for a period of 25 hours after the treatment. It will repair any three burned areas or three specific tissue damages before exhausting its cells.
    Requires 3 Utility Cells



    Arterial Sealer

    Again, similar to the Knitter and Closer, this more specialized device will rejoin severed veins and arteries (maneuver required) and stop bleeding hits at the rate of 3/rnd. The power cell will repair 5 severed arteries or 50 bleeding hits, or any combination (3 arteries and 20 hits/rnd, for instance).
    Requires 1 Utility Cell





    Laseknife

    Utilizing a focused laser scalpel, this device, though probably not a potential effective weapon, could be dangerous if used by the unskilled.
    Requires 1 Utility Cell






    Preservation Unit

    This device keeps alive a patient whose body, for one reason or another, is incapable of self-support, and is beyond the capability of field medication. Although the device can run for as long as 25 hours on the Utility power pack, and the pack may be exchanged indefinitely.
    Requires 1 Utility Pack





    Instasplint

    An inflatable sleeve forty-five centimeters long which fis snugly over any limb, the instasplint immobilizes the limb and reduces the chances of additional injury.
    Requires No Power






    lnstacast

    More durable than an instasplint, the instacast is an adjustable, plastic sleeve which hardens when a catalytic solution is applied, creating a rigid but relatively comfortable 'cast'. Use of an instacast effectively halves the maneuver penalty for a broken limb. It is easily removed by the application of a softening solution. A tube of each solution is included with each instacast
    Requires No Power





    Skeletal Field Knitter

    The Skeletal Knitter is a field device akin to the Tissue Knitter, but it has a more specialized function. When successfully utilized, the 3 Power cells of this Knitter are capable of repairing 6 sprains, or 3 breaks, or 1 shatter, or an appropriate com bination of these bone / cartilagel tendon repairs. The subjects of Skeletal Knitting are physically drained by the process, so all actions for 25 hours following the bone repair are at -25%. This represents the recovery period.
    Requires 3 Utility Cells



    Medtab Applicator

    This applicator adheres Medtabs to the patient's skin. Medtabs are the latest development in controlled medicine dispensing, and are sold (to qualified personnel) in 10-tab cartridges. A cartridge is fed into the Applicator; the dosage to be applied is set on the Applicator controls - based on Diagnostic Computer recommendation or skilled treatment decision based on Medscanner readout - and the device is pressed against the patient's skin (usually on a limb). A 1cm disk sticks to the skin, and remains firmly adhered after the Applicator is removed. The 'Tab' infuses the medication over a safe period of time and falls off, fully spent.
    Requires 1 Utility Cell



    Auto Tab Applicator

    This device can be attached to a person's upper arm or leg so that it will automatically dispense Med Tabs into the being's system at preset intervals. It has a 10 Tab Capacity. The Auto Tab Applicator is best attached and set by a person with Medical Technic skills.
    Modifications of the Auto Tab Applicator are possible (as they are with any device). Certain modifications could allow automatic injections at the command of the wearer or under certain environmental conditions.
    Requires 2 Utility Cells




    Drug Tabs

    The following Tabs have a variety of uses; all Tabs have an Addiction Factor (noted as the AF after the drug name). If the drug is taken more frequently than 1x/10 days, the imbiber must resist addiction by making a successful Resistance Roll (RR). This is done by making a percentage roll (plus Constitution bonus, if applicable) which is above the Addiction Factor. Each successive time the drug is taken, still within 10 days, adds 20 to the Addiction Factor. "Addiction" can range from its losing its effectiveness (the most common result), to a dependance on the drug, to death.

    Medical Tabs

    Alerlene: (AF: 10)

    Alerlene is a stimulant often used by military and paramilitary troops. Application of one tab allows the recipient to operate at full efficiency for a 25 hour period without rest. The drug is so safe, that several consecutive injections will allow extended wakefulness without detrimental effects. However, after use of Alerlene is discontinued, a sleep period must follow with 4 extra hours of sleep required for each consecutive 25 hour period that the person was kept awake with the drug.



    Amboathorphin: (AF: 15)

    Amboathorphin is a universal nerve gas antidote for humans. Each applied tab will protect a person in a chemical warfare nerve gas environment for 25 hours. Victims who have succumbed to nerve gas in a previous combat round, and are miraculously still alive, can be treated with Amboathorphin in order to revive them. This would require an exceptional Medical Technics skill roll.




    Anacept: (AF: 01)

    The result of centuries of biochemical research, Anacept is a 1 00% effective contraceptive. It is available in two forms; for males and females (the female version is more expensive and much longer lasting), and need not be used on a periodic basis. A dose of either variety must be taken at least fifteen minutes prior to sexual intercourse, and will render the user effectively sterile (males for 100 hours, females for twenty-seven days). It may be purchased over the counter by nonmedical personnel on most Imperial Homeworlds. Recently, the manufacturers of this and other contraceptives and abortifacients have come under fire from several of the more fanatical religious groups which have been growing in popularity, making this a controversial issue.

    Andeline: (AF: 10)

    Heals 30 concussion hits over the space of 6 rounds.







    Andrex: (AF: 50)

    This chemical will normally increase concussion hit total by 50% and double the number of exhaustion points available to the character. The duration of the effect is 2 rounds per 5% failure of a RR made against a 20th Lvl attack.





    AntiRad I through V: (AF: 35)

    A highly effective antidote for radioactive poisoning, a dose of AntiRad remains active within the user's bloodstream for fifty hours, and reduces the level of any radiation critical then taken by the Mk. of the dose (An E crit versus AntiRad I becomes a D crit, versus AntiRad II a C crit, etc). AntiRad has a high Addiction Factor, due to the tolerance developed by many persons against normal doses. Usually the dose must be doubled if this tolerance develops.



    Arelenex: (AF: 10)

    Available over-thecounter throughout the Empire, a dose of Arelenex completely relieves all symptoms of the common cold for twenty-five hours.






    Decilage: (AF: 15)

    A micro-organism in Tab form with an incubation period of 31- 60 minutes after it is introduced into the blood-stream. The micro-organism attacks and destroys ingested toxins and other micro-organism which work on the digestive or circulatory system.





    Doseline: (AF: 80)

    (Sedative variant) Causes immediate unconsciousness as Virlene, but certain sleep patterns are inhibited. User awakens after only 1/4 of normal sleep time, fully rested (including PPs) and can function as normal. (Addiction symptom: mental deterioration: -5 to permanent Reasoning, lntuition and Memory for every additional use/10 days when RR failed.)




    Fir-Queline: (AF: 05)

    Heals 10 hits instantly.







    Hemoflux: (AF: 20)

    (Specific Stimulant): Acts on the spleen and liver, causing greatly accelerated blood production - enough to completely replace blood supply within 2 hours. Patient must at all times still$ave the normal minimal amount of blood to remain alive. Patient must be kept hydrated and will be at -25 for 25 hours after taking this drug.




    Hyravol: (AF: 25)

    This drug counters the side effects which often accompany Hyper Space travel. Anyone suffering from nausea or disorientation after a hypershunt (GM's discretion) can be cured with a shot of Hyravol.






    Interferon IV: (AF: 10)

    (Antiviral) The latest synthetic version. Immediately after administered the patient is allowed a new RR at +100. If it is successful, complete recovery is achieved within one hour. If not, the patient may make another roll at +100 after every hour until successful, or six tries are made, whichever comes first. If all should fail, one can receive the drug and try again after one full day (though the drug is at an additional -10 for every successive use vs the same virus).



    Jirolene: (AF: 70)

    (Stimulant) Aids wakefulness; adds 20 to Perception and related alertness rolls. Prolonged use (75 hours without a full rest period) causes a deterioration of all stat bonuses at the rate of 5 pts/hr, until a full rest is taken.





    Korteline: (AF: 20)

    Relieves 1-1 0 accumulated stun-rounds.







    Luryadrenaline: (AF: 5)

    (System Stimulant) used to revive patient from stasis in a portable preservation unit.







    Perserverine compound: (AF:70)

    A highly effective pain-killer used often by military physicians. Although it does not heal any concussion points of damage, Perserverine greatly reduces the user's sensitivity to any pain for a period of six hours. In game terms, this drug lowers the "Shock & Pain" modifier by one step (i.e.; a character who has taken from 51 % to 75% of his total concussion hits may act as if only 25% to 50% have been taken - reducing the maneuver penalty from -20 to -10, etc). This adjustment also applies to the exhaustion point expenditure modifiers. One very dangerous aspect of this drug is its high addiction factor. Any character who rolls such a result must succeed in a very hard (-20) static maneuver modified by Self Discipline. It the total achieved on this roll exceeds 100, the dosage will have to be doubled the next time Perserverine is taken. It the total is 100 or lower, the character is physically dependent on the drug, and will feel hopeless and in pain whenever denied its effects. Such characters will suffer a -20 on all maneuvers attempted during withdrawal. This penalty will continue to apply until withdrawal is complete - usually from three to thirty days later

    Quedella Phi: (AF: 0)

    Not a chemical drug, but actually a micro-organism held within the Tab; a Quedella Phi Tab allows a human to digest rough cellulose for a week. This is a great survival boon for explorers on undeveloped worlds that are sparse in readily edible vegetable food.





    Rebillis: (AF: 20)

    Allows character to "see into his future" (5 minutes only). He must make a RR against a 5th Lvl attack; if it is successful the vision is clear, if failed, the vision takes the form of a hazy hallucination.






    Regenex Ill: (AF: 0)

    (regenerate limb) A very expensive drug, it allows the regeneration of lost body parts. It is also time consuming, for the full re-growth of a finger will take as long as 20 Standard Days; an arm or leg 100 to 150 Days. The limb is a perfect reconstruction, however; identical to the original.





    Stirene: (AF: 10)

    (antibiotic) Extremely useful in fighting most bacterial infections. Although full recovery usually takes 24 hours, only one Stirene-aided RR is made, at t100. If the patient fails this roll (and the GM should keep this secret for two hours, which is how long it takes before even a skilled and well-equipped physician could determine whether the drug was taking effect) more extreme measures need to be taken. Addiction here usually means that the drug becomes ineffective.



    Teledrine: (AF: 20)

    A difficult drug to obtain (sheer folly (-50) on most Imperial worlds), and totally illegal in some Provinces, Teledrine somehow increases the effectiveness of psionic endeavors by Telepaths and Semi-Telepaths. It is occasionally used by the Truthsibyls of the Galactic Court of Humanity. The user must succeed in a static maneuver roll modified by lntuition and t30 in order for the dose to have any effect whatsoever. If the total is higher than 100, the user will receive a modifier of t30 on all Psionic attacks and resistance rolls for the next hour. Taking more than one dose will increase the duration of the effect, but not the modifier. Should a patient become 'addicted', the dosage must be doubled.

    Thiagorex Ill: (AF: 15)

    Available over the counter throughout the Empire, Thiagorex Ill completely relieves headaches and minor muscle tension. Should a patient become 'addicted', the dosage must be doubled. A critically low roll (of 05 or lower) indicates either total tolerance to the drug (i.e., it will never have any effect on the character) or some kind of allergic reaction.




    Torethene: (AF: 10)

    Heals 100 concussion hits over the space of 12 rounds.







    Triadrenaline: (AF: 80)

    (Heavy Stimulant) A very powerful, short term stimulant, Triadrenaline acts to 'haste' the user for 4 rounds.






    Tyreline: (AF: 100)

    (lifekeeping) Strictly an emergency drug, it is used when even a portable Preservation Unit is unavailable. The instant the Tab is applied, the patient's body is chemically 'frozen' and will not deteriorate. Brain oxygen requirements are minimized, so that 'death' does not occur. This condition can be allowed to continue for a maximum of one hour before the brain begins to deteriorate. If a preservation unit or (preferably) a Medcomputer Stasis Unit is reached before this time, however, a dose of Luryadrenaline must be applied to cancel the Tyreline, and the patient must roll above (100 - his Co) or die, his body unable to take the shock.



    Verex Compound: (AF: 25)

    A universal poison antidote, it allows the patient an additiongl RR at +I 00.







    Virlene: (AF: 30)

    (Heavy Sedative) Causes immediate unconsciousness for 2-4 hours.







    Yuthix: (AF:100 -- if taken more frequently than once per year)

    Stops the aging process in most humanoids. One dose a year is effective, but if it is used more than once per 350 days, severe organ damage and usually death result..






    Recreational Tabs

    Gorteline: (AF: 50)

    (recreational stimulant) Lasting about an hour, Gorteline produces a euphoric effect similar to - though somewhat more intense than - the drug Cocaine.






    Mertinel: (AF: 0)

    (suppresses hair growth) Usually taken by men who don't want to bother with a beard and are unwilling to deal with permanent beard irradication. The drug alters certain hormonal levels, retarding beard growth for 100 days.





    Myrine: (AF: 10)

    (sense enhancement) Expands vision slightly into infra-red and ultraviolet realms; allows user to view other light waves. Useful for night travel where infra-red vision would be an aid. Unfortunately, anyone under the influence of the drug outdoors in full sunlight is virtually blind without goggles. Duration: 2 hours.





    Siradrel: (AF: 20)

    (mind stimulant).







    Urlene: (AF: 80)

    (hallucinogen).



    Infirmary Equipment

    All infirmary surgical equipment assumes use in tandem with a scanner bed. These instruments are relatively ineffective (and can be dangerous) when used without support diagnostic equipment. Such instruments also operate using wireless power from a nearby transmitter tied in to the ship or building power reactor. Surgery with these devices without a scanner bed should be at an additional -30 penalty. However, successful surgery with this equipment takes but a quarter of the time to heal, always heals properly without scarring.

    Scannerbed

    A sophisticated infirmary device, shaped somewhat like a large bed with a full size display mounted above along one side. The scanner bed continuously monitors all vital signs of the patient, and signalling if there is any change. It is also capable of detailed sensor scans, and magnifying specific body parts. It is an invaluable tool.





    Surgical Dermal Closer

    This device is capable of healing 5 concussion hits per round.
    (Medium [+0])







    Surgical Tissue Knitter

    Can heal torn (but not destroyed) muscle, tendon and cartilage, and any bone breaks - including shatters.
    (Hard [-10])







    Surgical Regenergun

    The most powerful of the Surgical instruments, the Regenergun is actually several different devices, one each for burns, muscle, cartilage, bone, and organs. A surgical gun heals burns up to 5 hitslrnd, a single complete muscle or cartilage structure in 10 minutes, and one bone in 10-200 minutes (variable with size). Each requires considerable skill to operate.
    (Very Hard [-20])




    Surgical Arterial Sealer

    A specialized device, it will repair arterial and venous tissues, reducing bleeding rates by as much as 10 hits/rnd (max one bleeding wound per round).
    (Hard [-10])






    Laser Scalpel

    An indispensable surgical tool, it is necessary to cut away tissue to get at damaged bones and organs, often used in concert with the above devices.
    (Hard [-10])






    Medical Function Bed

    The ultimate device for exploration parties without a skilled medical official (but a lot of money), the Medbed is a large machine (1.5 x 2.5 x 2 meters) resembling a bulky glass-lidded coffin on a solid pedestal. It has a built-in Mk. 20 computer, with sophisticated Surgical programs and general physiological data for all known sentient races. It must be certified and periodically checked by qualified government personnel, because it is, in essence, a surgeon. It is equipped with all of the infirmary equipment listed above, and is also capable of administering Medtabs, depending on its available supply. The Medbed has a 500 tab storage capacity, and can provide an instant readout of its current inventory.


    Medstasis Bed

    Essentially a cryogenic berth with monitoring devices and a small computer to assure that the occupant's more fragile lifesigns are maintained.


    Data storage and Retrieval

    Audio Disks

    2cm diameter molecular storage discs, they can hold up to 20 hours of audio recording each. Due to the nature of the storage, near-instantaneous reference to any data area is possible.







    Holocamera

    Able to record still or motion holographic pictures (with sound, if desired) on a hologlass plate (see Hologlass below). The playback screen is 9cm x 5 cm and only displays in 2d.
    Requires 1 Utility Cell.






    Hologlass

    5x 5x 5cm transparent glassteel square, a rectangle of metal mounted on one edge and an identifying label on the opposite edge. These small squares receive digitalized laser images, which can be stored at a very high density on their special crystalline interiors. Hologlass storage is permanent; the images cannot be altered without destroying the square, which is very resilient.





    Holoviewer

    Basically the same device as the Memory Disk viewer, though less expensive. Adapter modules are available to convert from one to the other.
    Requires 1 Utility Cell.






    Memory Disk Viewer

    Slightly larger than a standard multiscanner, the viewer has a larger screen (12 x 8 cm) covering nearly all of one face. This gadget can either display text information on its surface or generate a 3D holographic image into an area behind the screen. This image can be freely rotated - assuming a full 360deg scan of the original was performed.
    Requires 1 Utility Cell.




    Memory disks

    For use with standard audio / visual playback and record devices. Each disk holds up to 100 hours of digitalized holovideo recording or 10 units of coded data. They are 3cm in diameter and 5mm thick.







    Memory Recorder

    About the size of a shirt pocket, the Recorder makes standard 3-D video and stereoaudio (within the limits of its sensors) recordings. It uses standard memory disks.
    Requires 1 Utility Cell.






    Recorder (audio)

    Useful when only an audio recording is necessary, this 10 cm long, 3 cm diameter device is capable of limited stereo recording via microphones at each end. Audio disks (useable only with this type of recorder) 2cm in diameter fit into a slot in the shaft. Touch controls modify volume, etc. The recorder is capable of playback, through the speaker / mikes. A tiny readout on the side displays 'location' in storage area.
    Requires 1 Utility Cell.




    Viewer With Enhance

    Similar to the holoviewer, this handy device is capable of 'enhancing' images encoded on the hologlass (this is only possible with the sophisticated digital laser recording done In a hologlass) many times, bringing into focus minute details previously too small to discern. Images may be enhanced up 1000x.
    Requires 1 Utility Cell.


    Tools

    Laser Cutter Welder

    A device consisting of a handle with a 13 cm long, slender ( I cm in diameter at the widest point) cone. A dial on the base of the handle controls width and intensity of the pinpoint laser beam, which can be used to either cut through thin material or fuse circuits. Though fairly powerful, it is not very practical as a weapon since the beam focuses about 1-5 cm from the tip of the cone.
    Requires 1 Utility Cartridge.




    Heavy Cutter Welder

    The heavy-duty version of the laser above, this device is more powerful: it will burn through an inch of alloyed steel in moments, able to cut a 1 meter diameter hole in a standard ships interior door in 15 seconds. The beam can be set for up to 30 cm of focus length, but is most effective at about 5 cm. It is also able to weld (useful for welding doors shut when Snee are coming down the halI).
    Requires 1 Utility Pack.




    Standard Tools

    An assortment of lightweight alloy wrenches and other tools capable of performing normal mechanical repairs.







    Molec Boards

    The basis of modern circuitry, Molec boards are 10 cm square laminated sheets of transparent plastic with conductive and superconductive materials in the middle layers. The conductive material is electrically moved about on a molecular level to form the comptex micro-circuitry used in most electronics. These sheets plug in along one edge to receptacles which tie the device together. The boards in this repair kit are blank, ready to be etched. An Etcher is, of course, necessary.




    Infra-plate

    A 10 cm square, 1 cm thick plate of glassteel framed with a black alloy. The controls to this device are located along the edge. When placed on any surface the plate adheres and glows a dim red. Utilizing the controls the operator can gain a holographic image - which appears behind the glass exactly where it would actually be - of any solid objects behind the surface, up to a depth (viewing depth is variably controlled) of 20 cm. Excellent for viewing mechanical lock mechanisms, etc. Tools are designed to work around the plate, which is heid away from the surface on tiny extensions.
    Requires 1 Utility Cell.


    Molec Board Etcher

    Used to carry out a repair to a damaged circut board, it can also be used by a very skilled tecnician to create a new circuit board from a molec board if required.
    Requires 1 Utility Cell.






    Memory Switch Panels

    Standardized control panels (20 in a pack) which can be utilized to replace damaged or defective control panels and readout displays.







    Small Tool Kit

    Contains: - Laser Cutter Welder, Standard Tools, Molec Boards and an Infra Plate.








    Master Tool Kit

    Contains everything in the above tool kit, plus: - Supplemental Tools, Molec Board Etcher, Blank Molec Boards, Repair Scanner, Memory Awitch panels and a Heavy Cutter Welder.


    Survival Equipment

    Collapsible Shelter

    Capable of housing 10 comfortably, this structure is more rigid than a tent and is capable of withstanding a rougher climate. It can be sealed from atmosphere but requires a separate air supply. Folds to a 20 x 20 x 50 cm package weighing 15kg.






    Life Support System

    10 cm cube unit capable of recirculating warmed or cooled air for up to ten people to breathe and live comfortably for 100 hours before requiring a new filter unit.
    Requires 4 Utility Cells.






    Portable Bed

    An air mattress and frame, with air pillow and veriwool blanket. A tiny pump inflates the bed and powers a warmth unit in the blanket, if desired. Weighs 2 kg and collapses into a 10 x 10 x 5 cm. package.
    Requires 1 Utility Cell.






    Pressure Tent

    Similar to the tent above, this unit has a double skin and can be sealed from a hostile atmosphere. It includes a pump and an air supply enough for four people to breathe comfortably for 20 hours (four Air Packs). Folds to a 20 cm cube and weighs 8 kg.
    Requires 1 Utility Cell.





    Tent

    Holds four people comfortably, made of a virtually indestructible plastic material which also has superior insulating qualities. It weighs but 3 kg and collapses to a 12 cm cube when not in use







    Air Pack

    6cm long cylinder 3 cm in diameter, holds 10 hour supply of compressed/solidified air mix. For use with filter mask and standard pumps, it is practically indestructible.







    Atmospheric Compressor

    A box-like device attached to a plastic mask via a breathing tube, the atmospheric compressor is used on planets where the mix of gases in the atmosphere is of a lifesustaining variety, but the density or pressure of the atmosphere is too thin to allow normal respiration. It can compress any such atmosphere up to four times its normal density (allowing humans to breathe in any air-like atmosphere with a density as low as 0.25 that of Terra). Note that the atmospheric mix must closely resemble that which is normally breathed by the wearer only the density is altered.
    Requires 2 Utility Cells.



    Coolpack

    Mounts on top of a six-pack of beverage (in the standard molec-cans which biodegrade one day after being opened) and chills or heats the contents to desired drinking temperature. Complete with handy carrying handle.
    Requires 1 Utility Cell.





    Filter Mask

    For use in areas with suitable atmospheric pressure and no gasses harmful to skin and eyes, but where the air is not capable of supporting humanoid life. The mask fits over nose and mouth, and provides breathable air for 20 hours before needing a new fitter pack.
    Requires 1 Utility Cell.





    Filtered Compressor

    A combination of the filter mask and atmospheric compressor, this device is used on planet: where the atmosphere is not only too thin to breathe normally (down to 0.25 that which is normal for the wearer), but also contains some sort of trace elements which must be filtered out prior to compression. Like the standard filter mask, this unit can sustain normal breathing in such atmospheres for up to twenty hours before the filter must be replaced, and fits over the wearers mouth and nose.
    Requires 2 Utility Cells.



    Foodpack

    A more delectable if bulky form of sustenance than a Ration Tube (see below), a foodpack is a 6 cm cube. When water is added it hydrates into actual foods (although they have been somewhat 'homogenized', each retains some natural flavor). The foodpack is guaranteed against spoilage for ten years.






    Gillpack

    For extended undewater activities, the gillpack is a 2 cm diameter cylinder 12 cm long, with a mouthpiece mounted halfway along the tube. The pack essentially allows the user to breathe air suspended in water, minimizing the problems of compression. The duration is the life of the power cell (about 100 hours in this case).
    Requires 1 Utility Cell.




    Micro-oven

    A miniature ( 30 x 30 x 20cm) microwave oven, suitable for field use.
    Requires 1 Utility Cartridge.







    Ration Tube

    A disposable plastic container (about a 16 cm cylinder 3 cm in diameter) holding a semi-liquid, highly concentrated food. Though lacking in variety and flavor (it normatly has a nonoffensive, if bland, taste) it is extremely nutritious and filling, and equals a full meal. A man could survive indefinitely on two a day.. These rations are not subject to spoilage and are not damaged by extreme heat or cold.





    Instameals

    More sophisticated than Foodpacks, instameals are complete dinners with built-in warmer units, serving plate and utensils. Pull the tab on top and the dinner is hot and ready in one minute. Generally considered quite delicious, but rather bulky for survival rations.






    Water Accumulator

    A 5 cm cylinder which can be mounted on the mouth of a 2 liter plastic bag. When activated, it condenses water vapor from the surrounding air and fills the self-sealing bag. Time to fill varies with atmosphere, though is usually 1-5 minutes. Power cell is good for about 500 bagfuls. Unit normally sold with 5 reusable, tear-resistant bags.
    Requires 1 Utility Cell.




    Grav Belt Modulator

    Also known as a Weight Modulator, this smallish device is actually a mini antigrav unit. Designed to be worn on a person's belt, the modulator may be set to effectively negate some (or possibly all) of the wearer's current weight (up to the maximum level purchased). Note that the higher this maximum setting is, the more expensive the modulator is, and the more energy cells are required to power the device. Remember that the wearer's effective weight will still be averaged with his or her normal mass for purposes of determining encumbrance.
    Requires 1 Utility Cell / 10kgs mass.



    Grav belt

    Not so much a vehicle as a personal device, the grav belt is a small gravjtic generator strapped to the back with a wide belt. From the generator, control appendages extend forward to a position convenient for the wearer. The belt is capable of full lift and maneuverability.
    Requires 1 Utility Pack.





    Grav-pack

    A large backpack capable of neutralizing the weight of anything placed in it, up to 50 kg or .5 cumet. Care must be used, however, as the inertial mass of the pack, of course, is the same. Maneuvers are at -5 /10 kgs.
    Requires 1 Utility Cell.





    Gravchute

    A very simple version of the gravbelt, it is a harness which can be donned quickly (in an emergency) and will allow the wearer to float safely to the ground in an environment of up to 3G's and from an altitude of up to 20km - or any combination. The belt is only good for one use, regardless of the distance of the fall, Most modern air and spacecraft stock them.
    Requires 2 Utility Cells.




    Heat Dissipation Gear

    Survival equipment for desert and jungle biomes, Heat Dissipation Gear is worn at strategic locations all over the body. It allows the wearer to ignore the exhaustion modifier for hot environments by quickly dispersing body heat into the surrounding atmosphere, thus keeping the body's temperature down. Heat Dissipation Gear may not be worn over or under any sort of body armor or encumbering clothing.
    Requires 1 Utility Cell.




    Reflective Coveralls

    An anti-LASER defensive complement which may be worn in combination with any other personal armor type. A target wearing Reflective Coveralls has 10 added to his or her defensive bonus versus LASER attacks only.


    Software

    General Reference

    General Reference
    An encyclopedic database, referenced by subject with multiple crossreferences. Includes very basic information on Terran general history, the sciences, the arts, literature, etc. This Software gives a bonus of +20 to all General Refererance rolls.


    This software requires 20 memory units data storage.
    The original software package costs $5000.
    This software requires 5 units of Processor Mk# to run.



    Xeno General Reference
    A complement to the General Reference database above, this file covers all Xeno Histories and Cultures as well as any general data on all Xeno encounteres by Human Civilization. By necessity, this file is even more general than the one above, having to cover a wider field. This Software gives a bonus of +30 to all Xeno General Refererance rolls.


    This software requires 30 memory units data storage.
    The original software package costs $8000.
    This software requires 5 units of Processor Mk# to run.



    Archive Reference
    This file covers the same areas as the General Reference program, but in much greater depth, especially in the nonscience fields. The detail and referencing is exhaustive; however, it does not approach some of the planetary Archive databases; consuming as much as 10,000 Storage units, they might truly hold what could be called the "sum of human knowledge". Each memory unit of storage available gives a bonus of +1 to all General Refererance rolls on top of the General Reference bonus (+20).


    Each memory unit of Archived General Reference data costs $500.
    This software requires 5 units of Processor Mk# to run.
    Requires Original General Reference software to be installed (as above).



    Research Reference

    Physics Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Physics, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Physics based design and construction rolls.


    Each memory unit of Research Phisics data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Chemistry Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Chemistry, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Chemistry based design and construction skill rolls.


    Each memory unit of Research Chemistry data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Biology Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Biology, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Biology based design and construction skill rolls.


    Each memory unit of Research Biology data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Medicine Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Medicine, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Medicine based design and construction skill rolls.


    Each memory unit of Research Medicine data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Physics Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Planetology, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Planetology based design and construction skill rolls.


    Each memory unit of Research Planetology data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Astronomy Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Astronomy, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Astronomy based design and construction skill rolls.


    Each memory unit of Research Astronomy data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Cultures Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Cultures, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Cultures based design and construction skill rolls.


    Each memory unit of Research Cultures data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Genetics Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Genetics, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Genetics based design and construction skill rolls.


    Each memory unit of Research Genetics data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Computers Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Computers, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Computers based design and construction skill rolls.


    Each memory unit of Research Computers data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Weapons Design Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Weapons Design, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Weapons Design based design and construction skill rolls.


    Each memory unit of Research Weapons Design data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.



    Cybernetics Reference
    Reference material that can be used to assist the player in the construction of something new in the field of Cybernetics, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Cybernetics based design and construction skill rolls.


    Each memory unit of Research Cybernetics data costs $500.
    The original software package costs $1000.
    This software requires 4 units of Processor Mk# to run.




    Technical Reference

    Mechanical Engineering Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Medicine, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Mechanical Engineering based repair skill rolls.


    Each memory unit of Technical Mechanical Engineering data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Power Systems Theory Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Power Systems Theory, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Power Systems Theory based repair skill rolls.


    Each memory unit of Technical Power Systems Theory data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Weapons Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Weapons, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Weapons based repair skill rolls.


    Each memory unit of Technical Weapons data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Communications Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Communications, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Communications based repair skill rolls.


    Each memory unit of Technical Communications data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Electronic Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Electronics, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Electronic based repair skill rolls.


    Each memory unit of Technical Electronic data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Computers Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Computers, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Computers based repair skill rolls.


    Each memory unit of Technical Computers data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Star Drive Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Star Drives, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Star Drive based repair skill rolls.


    Each memory unit of Technical Star Drive data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Crime Systems Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Crime Systems, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Crime Systems based repair skill rolls.


    Each memory unit of Technical Crime Systems data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Medical Systems Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Medical Systems, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Medical Systems based repair skill rolls.


    Each memory unit of Medical Crime Systems data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Cybernetic Systems Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Cybernetic Systems, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Cybernetic Systems based repair skill rolls.


    Each memory unit of Cybernetic Systems data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.



    Genetics Systems Reference
    Reference material that can be used to assist a player in the repair of an item in the field of Genetics Systems, both basic and advanced. Each memory unit of storage available gives a bonus of +1 to all Genetics Systems based repair skill rolls.


    Each memory unit of Cybernetic Systems data costs $300.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.




    General Purpose Software

    Basic Systems Monitoring
    Automatic ship's log and minor systems control (lighting, portal control, etc.)



    The original software package costs $100 / Tonnage of Ship.
    This software requires 1 unit of Processor Mk# to run.




    Recreation Software
    Games, movies, etc.


    Each memory unit of Recreation Software data costs $100.
    1 Unit of Recreation software equates to around 10 hrs of entertainment.
    This software requires 1 unit of Processor Mk# to run.




    Life Support Software
    Maintains environment, cimate, humidity, oxygen levels, etc..


    Each memory unit of Life Support Software data costs $100.
    1 Unit of Life Support software supports one passenger or crew.
    This software requires 1 unit of Processor Mk# to run.




    Galley Support Software
    Food synthesis, recipies, food preservation, dietry requirements, nutrition monitoring, etc..


    Each memory unit of Galley Support Software data costs $100.
    1 Unit of Galley Support software supports one passenger or crew.
    This software requires 1 unit of Processor Mk# to run.




    Xeno Galley Support Software
    Food synthesis, recipies, food preservation, dietry requirements, nutrition monitoring, etc..


    Each memory unit of Xeno Galley Support Software data costs $100.
    1 Unit of Xeno Galley Support software supports one passenger or crew.
    This software requires 1 unit of Processor Mk# to run.




    Astrogation Reference

    Star Chart Reference Software
    A complete map of a known Solar System, number of astrol bodies and enviroments, .


    Each memory unit of Star Chart Reference Software data costs $2000.
    1 Unit of Star Chart Reference provides information on one solar system.
    This software requires 1 unit of Processor Mk# to run.




    Preset Course Reference Software
    Navigation of space travel, avoiding obsticals such as asteroids, comets, gravety wells, electrical storms, etc.


    Each memory unit of Preset Course Reference Software data costs $500.
    1 Unit of Preset Course Reference provides +1 to all courses plotted.
    This software requires 1 unit of Processor Mk# to run.




    Hyperspace Course Reference Software
    Navigation of Hyperspace travel, avoiding obsticals such as asteroids, comets, gravety wells, electrical storms, etc.


    This software requires 3 memory units data storage..
    The original software package costs $3000.
    This software requires 3 units of Processor Mk# to run.




    Normal Space Course Reference Software
    Navigation of Normal space travel, avoiding obsticals such as asteroids, comets, other space traffic, landing and take off manouvers, etc.


    This software requires 3 memory units data storage.
    The original software package costs $4000.
    This software requires 3 units of Processor Mk# to run.



    Pilot Interface

    Hyper Jump Pilot Aid Software
    Regulate and callcul;ates the correct flue rate flow to the Translight Engines.


    This software requires 3 memory units data storage.
    The original software package costs $2000.
    This software requires 3 units of Processor Mk# to run.




    Autopilot Pilot Aid Software
    Can maintain a course, or carry out a 'Preset' N-space plotted course.


    This software requires 5 memory units data storage.
    The original software package costs $8000.
    This software requires 5 units of Processor Mk# to run.




    Evade Pilot Aid Software
    Each processor unit pick adds a bonus to ship DB due to computer controlled evasive maneuvering.


    Each memory unit of Evade Pilot Aid Software data costs $2000.
    1 Unit of Evade Pilot Aid provides +1 to ship DB.
    This software requires 10 units of Processor Mk# to run.




    Tactics Pilot Aid Software
    Each processor unit pick adds a bonus to ship combat initiative.


    Each memory unit of Tactics Pilot Aid Software data costs $1000.
    1 Unit of Tactics Pilot Aid provides +1 to ship combat initiative.
    This software requires 5 units of Processor Mk# to run.




    Power Distribution Pilot Aid Software
    Controls and monitors distribution of power to all ship systems.


    This software requires 2 memory units data storage.
    The original software package costs $5000.
    This software requires 2 units of Processor Mk# to run.




    Damage Control Pilot Aid Software
    Malfunction alert and flame detection control. Seals doors to contain decompression unless overridden.


    This software requires 2 memory units data storage.
    The original software package costs $3000.
    This software requires 2 units of Processor Mk# to run.





    Security Pilot Aid Software
    Monitors and can restrict movement of specific beings within the installation. This software requires 1 memory units data storage per being monitored.


    Each memory unit of Security Pilot Aid Software data costs $100.
    The original software package costs $1000.
    This software requires 1 unit of Processor Mk# to run.




    Cybernetic Monitor Pilot Aid Software
    Controls robotic assignments. Requires 5 memory units per special system.


    Each memory unit of Cybernetic Monitor Pilot Aid Software data costs $500.
    The original software package costs $5000.
    This software requires 5 units of Processor Mk# to run.




    Communications Pilot Aid Software
    Allows Com Tech bonus on Transmission / Reception, including both open and encrypted signals.


    Each memory unit of Communications Pilot Aid Software data costs $800.
    1 Unit of Communications Pilot Aid software gives +1 to all communication skills.
    This software requires 1 unit of Processor Mk# to run.




    EW Distribution Pilot Aid Software
    Allows for distribustion of EW resources around the system. Each unit adds a bonus for all EW activity, (stealth / sensor jamming, etc.)


    Each memory unit of EW Distribution Pilot Aid Software data costs $1000.
    1 Unit of EW Distribution Pilot Aid software gives +1 to all EW abilities.
    This software requires 5 units of Processor Mk# to run.




    Target Lock On Pilot Aid Software
    Allows shipboard Missles and Torpedoes to be committed on any target in sensor range.


    Each memory unit of Target Lock On Pilot Aid Software data costs $7000.
    1 Unit of Target Lock Pilot Aid software gives +1 to all Missle and Torpedo attacks.
    This software requires 2 units of Processor Mk# to run.




    Central Gun Control Pilot Aid Software
    Allows shipboard Projectile and Energy Guns to be be under the control of the Cenral Ships Computer. Allowing the Pilot to do other actions.


    Each memory unit of Central Gun Control Pilot Aid Software data costs $1000.
    1 Unit of Central Gun Control Pilot Aid software gives +1 (Ships OB) to all Projectile and Energy attacks.
    This software requires 1 unit of Processor Mk# to run.




    Gunner Interface Pilot Aid Software
    Allows inclusion of individual gunner's fire bonus for Projectile and Energy weapons.


    This software requires 5 memory units data storage per gun.
    The original software package costs $12000.
    This software requires 3 units of Processor Mk# to run.




    Defence Screens Pilot Aid Software
    Arranges and maintains shields. Alerting the Pilot to condition and type of atack made. Max shield strength is equal to the Mass Ton of the ship.


    Each memory unit of Defence Screens Pilot Aid Software data costs $1000.
    1 Unit of Defence Screens Pilot Aid software gives +1 DB and a temp shield (Hits).
    This software requires 10 units of Processor Mk# to run.





    Robots

    Service Bot
    The standard model is short and squat (1 meter high), with several extendable limbs fitted with interchangeable manipulative devices. The Bot's Mk# 10 computer can be programmed with any Technic data or it can be purchased pre-programmed (add program cost separately). It has a +50 Manipulate bonus, in addition to the programmed Technic skill. Remember that it is at -25 to all repairs with no applicable skill in its computer. It has normal audio/visual pickup ability, and a Computer Mech Interface, to receive computer data. It can be programmed to understand any language, but 'speaks' only BIVOC (the Binary Vocabulary of computers).


    Motive Form: Slow Wheeled
    Armaments:None
    Power Source: Internal Rechargable Battery (30 hrs)
    Cost: $50,000

    Mech Interface Bot
    Less than a meter high and roughly cylindrical, this robot is basically a mobile computer. With an Mk# 20 it can run several sophisticated programs simultaneously. See "Service Bot" above for references to computer input. Available interfaces: Pilot, Heavy Energy Projectors, Sensors, EW and Computer. Beyond a few small manipulative arms and the interface hookup, this Bot is unadorned. It has short range audio / visual pickup, and it can be programmed to understand any language, but 'speaks' only BIVOC (the Binary Vocabulary of computers).


    Motive Form: Slow Wheeled
    Armaments:None
    Power Source: Internal Rechargable Battery (30 hrs)
    Cost: $65,000

    Cyborg Relations Bot
    Probably the most 'humanoid'of the robots, this device is just under 2 meters tall, has legs, arms and a head, but there the resemblance ends. The Relations Bot's prime function is liaison between humans and robots, and as such most of its Mk# 5 computer is taken up with language data. It can freely translate between any language and BIVOC.


    Motive Form: Walk
    Armaments:None
    Power Source: Internal Rechargable Battery (30 hrs)
    Cost: $40,000

    Combat Bot Type I
    Three and a half meters tall, this fearsome machine mounts an Mk# 3 laser on each arm. It has a 500m Sensor range, as well as normal audio pickup and visual normal and infra-red. Its shields add 50 to its DB; it speaks and understands only BIVOC - instructions must be programmed.


    Motive Form: Slow Track
    Armaments:2x Mk# 3 Lasers (63ob)
    Power Source: Internal Microfusion Reactor
    Cost: $100,000

    Combat Bot Type II
    Slightly more mobile than Type I, this Bot is 2.5 meters tall and walks like a man. One arm is an Mk. 5 Laser, the other is a mechanical hand with +I0 manipulate skill. On the shoulder is mounted an Mk. 5 Heavy Machine Gun. It stores 100 bursts of ammunition. This Bot has normal audio pickup, and visual into infra-red. Its shields add 50 to its DB. It can only communicate in BIVOC.


    Motive Form: Walk
    Armaments:1x Mk# 5 Laser (50ob), 1x Mk# 5 Heavy machine Gun (70ob)
    Power Source: Internal Microfusion Reactor
    Cost: $120,000

    Combat Bot Type III
    Perhaps the most terrifying of the three Combat Bots, this one floats on silent gravitics, and +30 stalking skill, it is 3 meters tall and mounts 2 Mk# 5 Blasters on the shoulders, and a Plasma Repeater Rifle on one arm. The other arm has a hand with +20 panipulate capability. It has a 10km Sensor range, as well as normal audio pickup and visual normal and infra-red. its shields add 60 to its DB (the rest comes from maneuverability and superior armor). It also has +40 in Intellect and can speak up to 3 human languages fluently.


    Motive Form: Medium Aniti Grav
    Armaments:2x Mk# 5 Blasters (80ob), 1x Mk# 5 Plasma Repeater Rifle (100ob)
    Power Source: Internal Microfusion Reactor
    Cost: $180,000

    TAR (Technical Assistance and Repair Bot) Series 412
    The TAR 412 series is considered by most to be one of the best repair bots in the universe. This small (1.6m), humanoid bot is extremely independent. The TAR 412 is programmed to diagnose and repair a piece of equipment without assistance from a tech. The bot can be purchased with any one pre installed Technical Software pack (at +70). The TAR 412 is in no way practical for use during combat situations. However, it is completely capable of functioning independently from starship power sources and personnel in a number of different "hostile" environments for short periods of time (30 hours).


    Motive Form: Walk
    Armaments:None
    Power Source: Internal Rechargable Battery (30 hrs)
    Cost: $70,000

    ARC (Advanced Reconnaissance and Combat) Scout
    The ARC Scout is specially designed to be both an information gathering device and a deadly offensive weapon. It is armed with a Mk. I Grenade Launcher and has the storage capacity of up to 20 standard size explosives (any type). The ARC Scout also sports a Mk. Ill blaster for close combat and as an anttpersonnel weapon. It is equipped with a video-relay camera (lens has infra-red and light filter capabilities) which produces an image on a 16cm remote monitor screen up to 300km away. Also, sensor readings are constantly relayed to a portable computer (included in price) for use in the field. The ARC scout can be programmed and manipulated using this terminal by a skilled Computer Tech.


    Motive Form: Medium Aniti Grav
    Armaments:1 Mk# 1 Granade Lancher (50ob), 1 Mk# 3 Blaster (60ob)
    Power Source: Internal Microfusion Reactor
    Cost: $150,000

    DPR (Diplomatic / Public Relations Bot)
    Originally designed by Maircon Cybernetics for use as advertising tools in large corporations, the DPR Bot is highly skilled in Diplomacy, Oration, Etiquette, and Acting. These Bots were sent all across the universe as product promoters or flashy traveling salesmen. The excitement over this advertising gimmick was, however, short-lived. Maircon Cybernetics, in order to avoid bankruptcy, began to unload any and all of their remaining stock of DPR Bots (accepting any reasonable offer) on anyone who would take them. Most of the DPR Bots are able to interface with a starship's communications console and are often requested to use their diplomatic prowess to avoid serious conflicts with possible enemies or, in some cases, the law. The DPR Bot is humanoid in form and of average size. It is able to speak and understand up to 3 languages.


    Motive Form: Walk
    Armaments: None
    Power Source: Internal Rechargable Battery (30 hrs)
    Cost: $25,000

    SONHAP (Synthetic Orbital, N-Space, and Hyperspace Astrogation Pilot)
    After years of market research, the Trevco Universal Bot Corporation designed the SONHAP; one of the most cost efficient, "user-friendly" bots ever made. The SONHAP is an affordable, mass market product which was originally targeted toward fashionable tourists who enjoyed travel, but did not wish to waste, leisure time piloting and astrogating. However, the popularity of the SONHAP line grew. A few of the major starship construction companies began selling SONHAPs at discount rates with the purchase of a ship. Now, both new and used SONHAPs can be found rather easily in just about any highly populated area. The SONHAPs come in a wide variety of designer colors, These bots are tall (1.9m), cylindrical, and very slender (25cm in diameter). The SONHAPs speak fluent Imperial Standard and are programmed to make cheerful small talk and exchange witticisms with passengers and crew members alike.


    Motive Form: Slow Wheeled
    Armaments: None
    Power Source: Internal Rechargable Battery (30 hrs)
    Cost: $40,000


    Drones

    ORBOT (Robotic Orbital Relat Beacons)
    Also known as "Orbots." Orbots are often found in geosynchronous orbits above planetside Spacefaring Ports, where they handle incoming traffic, supply planetary data or warnings, send out Port directives, request and verify Passage Codes, etc. Basically, they serve to take some of the load off the communications personnel at the Port. Orbots may also be left to guard planets, moons, ships, or whatever - most Orbotic systems are modular (insuring that no two Orbots need be exactly alike), and many contain advanced weaponry.


    Motive Form: Thrusters
    Armaments: Varies
    Power Source: Internal Microfusion Reactor
    Cost: $80,000

    Rover (Stellar and planetary survey drones)
    Often referred to as "Rovers" Survey Drones are employed by most Imperial and Provincial scout services. Equipped with extensive memory storage, high Intellect and Participant Research programs,they are capable of taking large amounts of accurate readings in a comparatively short time. Very large survey drones (with capacity for a small crew) are often constructed above Omega Worlds (or any worlds which require a lengthy and detailed analysis), and serve as fully automated, artificially intelligent research laboratories. Such laboratories are generally equipped with some form of high security system. Smaller Drone models are often scattered from an orbiting survey ship which awaits and correlates their findings.


    Motive Form: Thrusters
    Armaments: Usally None
    Power Source: Internal Microfusion Reactor
    Cost: $200,000 - $500,000

    JERP (Jettisoned Evacuation and Recovery Pods)
    Large passenger-carrying Drones which are used as "returning lifeboats," JERPS are designed to protect unskilled personnel in the event of an emergency. Stored in a standard shuttle or fighter bay, they are loaded and launched at the first sign of danger, and make their own decisions regarding piloting until the danger ends and they return to the ship (they may, of course, be programmed not to return to the ship, to head for the nearest moon, to hold a tight orbit, etc).


    Motive Form: Thrusters
    Armaments: None
    Power Source: Internal Microfusion Reactor
    Cost: $100,000 - $800,000 dependant on size.

    SDD (Search and Distroy Drones)
    Employed to ruthless effect in many guerilla activities, SDDs are deathly perceptive and intelligent recon and combat units. Often equipped with manipulative "limbs" for weaponry, SDDs are always well armed and well shielded. Sensors, EWIStealth, Xeno-Environments, StalkIHide, and Ambush are all very popular SDD functions. They are designed to make strategic decisions, collect large amounts of military intelligence quickly and quietly, perform any combat functions they deem necessary, and return to a preprogrammed location. Truly awesome constructs, they are also extremely expensive. Imperial Search and Destroy Drones (ImpSaDDs) are the bane of many a would-be revolution.


    Motive Form: Fast Anti Gravity
    Armaments: Varies
    Power Source: Internal Microfusion Reactor
    Cost: $1M - $3M dependant on model.


    Androids

    An Android is a robot designed to closely resemble a human being or other sentient race. Androids have an artificial, Molecutronic brain, but are highly intelligent: capable of self-programming and extremely versatile. The highest quality models are indistinguishable from real sentients except by sensor (or other artificial) scan. Androids are often much stronger and/or quicker than their sentient counterparts. They also learn, gathering experience and increasing their skills just like humanoids.
    While Androids can be 'programmed' during the activation with various skills, loyalties and abilities, it is not the same as programming a robot or computer. Androids are nearly human in their thought processes and most tend to develop 'personalities'.
    Androids can be purchaced in Male and Female models.



    Universal Robotics

    Android (Warrior)
    What else need be said? Intellect was not a priority, except to instill an almost animal cunning. Large and muscular in appearance, these Androids can be programmed with certain absolute loyalties, and other 'morals' as desired (there are legal minimum requirements in most areas). Popular as bodyguards, they are considered a status symbol on the densely populated, highly-civilized worlds.


    Type: Armsman
    Armaments:150ob, 100ob, 80ob any weapons
    Power Source: Internal Microfusion Reactor
    Cost: $100,000


    Android (Pilot)
    Preprogrammed with +50 to as many as 3 piloting /driving skills, these are very useful to large companies needing pilot / chauffeurs, etc.


    Type: Pilot
    Armaments:80ob, 50ob, any weapons
    Power Source: Internal Microfusion Reactor
    Cost: $70,000




    Android (Technician)
    Similar to the Pilot, the Tech is purchased with 3 Technic skills (purchaser's choice) with a +50 bonus in all.


    Type: Technician
    Armaments: 50ob any weapon
    Power Source: Internal Microfusion Reactor
    Cost: $60,000




    Android (Protocol)
    Trained with a variety of customs and local etiquettes, this Android is rarely seen outside of the high-society "inner worlds". They are invariably attractive, but often somewhat bland (this by nature, as diplomats need to be bland to avoid causing offense).


    Type: Protocol
    Armaments: None
    Power Source: Internal Microfusion Reactor
    Cost: $50,000



    Virtual Humanatronics

    Jymbob (Agriculture)
    Usually Labourers or Farmers, the Jym-bobs were originally designed as agri-techs for use on remote farming planets (and look the part). They gained popularity, however, and the later models are quite sophisticated. They recieve +50 to all animal and agricultural farming skills, (purchaser's choice).


    Type: Agriculture
    Armaments: None
    Power Source: Internal Microfusion Reactor
    Cost: $100,000



    Sheri (Nurse)
    Medics and/or Researchers, the Sheri series is popular with the Imperium. They are pre programmed with and recieve +50 in 5 Medical or Healing skills, (purchaser's choice).


    Type: Science Assistance
    Armaments: None
    Power Source: Internal Microfusion Reactor
    Cost: $140,000



    Alex (Tech Support)
    A technical wizard, the Alex models are very dexterous and mechanically oriented. They are pre programmed with and recieve +50 in 5 Mechanical or Technical skills, (purchaser's choice).


    Type: Technical Assistance
    Armaments: None
    Power Source: Internal Microfusion Reactor
    Cost: $130,000



    Tama (Entertainer)
    Often viewed as the leasure model, physical trainer, dancer, actor, etc. They are pre programmed with and recieve +50 in 5 Social or General skills, (purchaser's choice).


    Type: Pleasure Model
    Armaments: None
    Power Source: Internal Microfusion Reactor
    Cost: $120,000



    Humandyne Industries

    Meta (Entertainer)
    A very popular pleasure model and sometimes Escort. They are pre programmed with and recieve +50 in 5 Social or General skills, (purchaser's choice).


    Type: Pleasure Model
    Armaments: None
    Power Source: Internal Microfusion Reactor
    Cost: $100,000




    Jason (Armsman)
    Usually an Armsman, the Jason series is sought after for personal guards and security detail.


    Type: Security Model
    Armaments: Varies
    Power Source: Internal Microfusion Reactor
    Cost: $130,000




    Jesse (Inteligence)
    Restricted series only available to the KIN (Kashmere Intelligence Net), this series is said to be used for infultration and espionage missions.


    Type: Restricted Model
    Armaments: Varies
    Power Source: Internal Microfusion Reactor
    Cost: $180,000 +




    Robot Upgrades

    Atmospheric Pilot (upgrade)
    Upgrade to allow a robot or droid to interface and control an atmospheric vehicle.


    Notes: Normal piloting is allowed (landing, take off, normal level flight.) will not allow combat manouvers or defensive piloting.
    Cost: $8,000



    Computer Hack (upgrade)
    Upgrade to allow a robot or droid to interface with a secure computer system in an attempt to upload a virus or to download secured information.


    Notes: Dose not give information with reguards to the level of security or its pourpose, nore dose it revail any additional security details or other files of information.
    Cost: $5,000



    Data Acquisition (upgrade)
    Upgrade to allow a robot or droid to record data for annalysis later.


    Notes: Data collected cannot be annalyised by the robot or droid, but simply collected. Data can be in any of the following forms (power / life form scans, environmental data, audio, video, etc.)
    Cost: $15,000



    Disarm Trap Hack (upgrade)
    Upgrade to allow a robot or droid to attempt to disarm a trap, either mechanical or electrical.


    Notes: A robot or droid who has the ability to disarm a trap will use all of its options to complete the task unless programmed otherwise, this will include setting the trap off delibratly.
    Cost: $35,000



    Etiquette (upgrade)
    Upgrade to allow a robot or droid an understanding of cultural etiquette, ceremonies and procedurs.


    Notes: A robot or droid who has the etiquette upgrade has the ability to beter fit into an otherwise foriegn society with lifeforms and other droids and robots.
    Cost: $5,000



    First Aid (upgrade)
    Upgrade to allow a robot or droid an attempt to carry out basic First Aid on a lifeform.


    Notes: A robot or droid who has the First Aid upgrade has the ability to carry out basic First Aid on an individual either conscious or unconscious.
    Cost: $50,000



    Linguistics (upgrade)
    Upgrade to allow a robot or droid to act as a translator to others.


    Notes: All permutations of language is covered, includng the digital dialect of robots and computer systems.
    Cost: $30,000



    Marine Pilot (upgrade)
    Upgrade to allow a robot or droid to interface and control a marine vehicle.


    Notes: Noraml control of the vechical is covered, speed, submertion, launching and docking, etc. will not allow combat manouvers or defensive piloting.
    Cost: $8,000



    Pick Lock Hack (upgrade)
    Upgrade to allow a robot or droid to attempt to Pick Lock (Hack) a mechanical of electronic lock.


    Notes: A droid or robot who attempts to hack a lock will continually try to do so until the lock is opened or has been discovered in the act of trying to hack the lock.
    Cost: $30,000



    Self Distruct (upgrade)
    Upgrade to allow a robot or droid to activate a Self Distruct when a certain condition has been mett (determined by the programmer).


    Notes: A droid or robot who Self Distructs will explode as if it was a MK# 5 shrapnel granade (Type 3).
    Cost: $100,000



    Vehicle Pilot (upgrade)
    Upgrade to allow a robot or droid to pilot a ground vehicle.


    Notes: Noraml control of the vechical is covered, speed, traffic laws, parking, etc. will not allow combat manouvers or defensive piloting.
    Cost: $8,000




    Scooters

    Scooters

    Utilizing a gravitic field to partially nullify gravity's effect upon the vehicle. For vehicles like scooters, their altitude is fixed at about half a meters

    Buzzer
    A small, quick two-seater powered by Fast Gravitics, the Buzzer looks like two enclosed sidecars connected by a horizontal bar between them.

    Motion: Fast Anti Grav
    Passengers: 2
    Cargo: 10kg
    Hit Points: 20
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $30000

    Buzzer II
    A small, quick two-seater powered by Fast Gravitics, the Buzzer looks like two enclosed sidecars connected by a horizontal bar between them. Model II is equipped with Mk. 5 Heavy Laser.

    Motion: Fast Anti Grav
    Passengers: 2
    Cargo: 10kg
    Hit Points: 50
    Armaments: 1x MK# 5 Laser
    Power Supply: Microfusion Reactor 50hrs
    Cost: $35000

    Grav Skooter
    An open machine about two meters long, the gravbike is designed for one occupant, either crouching forward or reclining, depending on the design. There is a small storage area under the seat, though these vehicles are designed primarily for recreational travel. They have very limited gravitic lift (normally only up to about 5 meters). The faster models are equipped with a static field, a low-power energy shield which protects the rider from the strong airflows.

    Motion: Medium Anti Grav
    Passengers: 1
    Cargo: 0kg
    Hit Points: 40
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $25000

    Scout Scooter
    An open machine about two meters long, the gravbike is designed for one occupant, either crouching forward or reclining, depending on the design. There is a small storage area under the seat, though these vehicles are designed primarily for recreational travel. They have very limited gravitic lift (normally only up to about 5 meters). The faster models are equipped with a static field, a low-power energy shield which protects the rider from the strong airflows. Scout Models are equipped with Mk. 5 Heavy Laser.

    Motion: Medium Anti Grav
    Passengers: 1
    Cargo: 0kg
    Hit Points: 100
    Armaments: 1x MK# 5 Laser
    Power Supply: Microfusion Reactor 50hrs
    Cost: $28000

    Ground Vehicles

    Wheeled Vehicles

    This definition applies to all vehicles which require a solid surface on which to act - and of course gravity to pull the vehicle towards that surface.

    Wheeled Sudan
    This refers to any sort of vehicle which depends upon the friction of wheels against a solid surface for propulsion. In more sophisticated versions the wheels are of some soft material or an inflated polymer. This cushions the ride for any passengers and equipment. These 'tires' are often the most vulnerable part of such craft.

    Motion: Medium Wheeled
    Passengers: 5
    Cargo: 30kg
    Hit Points: 20
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $5000

    Wheeled Truck
    This refers to any sort of vehicle which depends upon the friction of wheels against a solid surface for propulsion. In more sophisticated versions the wheels are of some soft material or an inflated polymer. This cushions the ride for any passengers and equipment. These 'tires' are often the most vulnerable part of such craft.

    Motion: Slow Wheeled
    Passengers: 2
    Cargo: 600kg
    Hit Points: 250
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $50000

    Wheeled Van
    This refers to any sort of vehicle which depends upon the friction of wheels against a solid surface for propulsion. In more sophisticated versions the wheels are of some soft material or an inflated polymer. This cushions the ride for any passengers and equipment. These 'tires' are often the most vulnerable part of such craft.

    Motion: Medium Wheeled
    Passengers: 8
    Cargo: 60kg
    Hit Points: 100
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $10000

    Wheeled Sports Car
    This refers to any sort of vehicle which depends upon the friction of wheels against a solid surface for propulsion. In more sophisticated versions the wheels are of some soft material or an inflated polymer. This cushions the ride for any passengers and equipment. These 'tires' are often the most vulnerable part of such craft.

    Motion: Fast Wheeled
    Passengers: 2
    Cargo: 20kg
    Hit Points: 20
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $8000

    GEM Vehicles

    (Ground Effect Maneuvering) Using powerful fans to create an air cushion, this system requires an atmosphere of a density range similar to Terra. Altitude is usually fixed at no more than one meter.

    GEM Sudan
    These craft tend to have a 'skirt' of some flexible material around the bottom of the vehicle to better contain the air cushion. If this skirt is severely damaged the air cushion will not function properly, greatly hampering the craft maneuverability.

    Motion: Medium GEM
    Passengers: 5
    Cargo: 40kg
    Hit Points: 20
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $8000

    GEM Truck
    These craft tend to have a 'skirt' of some flexible material around the bottom of the vehicle to better contain the air cushion. If this skirt is severely damaged the air cushion will not function properly, greatly hampering the craft maneuverability.

    Motion: Slow GEM
    Passengers: 2
    Cargo: 500kg
    Hit Points: 200
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $80000

    GEM Van
    These craft tend to have a 'skirt' of some flexible material around the bottom of the vehicle to better contain the air cushion. If this skirt is severely damaged the air cushion will not function properly, greatly hampering the craft maneuverability.

    Motion: Medium GEM
    Passengers: 8
    Cargo: 60kg
    Hit Points: 100
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $16000

    GEM Sports Car
    These craft tend to have a 'skirt' of some flexible material around the bottom of the vehicle to better contain the air cushion. If this skirt is severely damaged the air cushion will not function properly, greatly hampering the craft maneuverability.

    Motion: Fast GEM
    Passengers: 2
    Cargo: 20kg
    Hit Points: 20
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $15000

    Gravitic Vehicles

    Utilizing a gravitic field to partially nullify gravity's effect upon the vehicle. Unless otherwise specified (such as for air and spacecraft) they have a limited lifting power to an altitude limit of 3 meters. For vehicles like cars, their altitude is fixed at about half a meters

    Gravitic Sedan
    The highest technology personal land conveyance medium, such vehicles have a built-in stabilized gravitic field which holds them suspended above any solid (or, if so programmed, liquid) surface. Lateral power is usually provided by compact, quiet turbofans for slower (under 100 KPH) vehicles, while jets, turbo-gravities, or even small rocket engines are used on high-speed craft.

    Motion: Medium Anti Grav
    Passengers: 4
    Cargo: 20kg
    Hit Points: 20
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $15000

    Gravitic Truck
    The highest technology personal land conveyance medium, such vehicles have a built-in stabilized gravitic field which holds them suspended above any solid (or, if so programmed, liquid) surface. Lateral power is usually provided by compact, quiet turbofans for slower (under 100 KPH) vehicles, while jets, turbo-gravities, or even small rocket engines are used on high-speed craft.

    Motion: Slow Anti Grav
    Passengers: 2
    Cargo: 500kg
    Hit Points: 200
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $150000

    Gravitic Van
    The highest technology personal land conveyance medium, such vehicles have a built-in stabilized gravitic field which holds them suspended above any solid (or, if so programmed, liquid) surface. Lateral power is usually provided by compact, quiet turbofans for slower (under 100 KPH) vehicles, while jets, turbo-gravities, or even small rocket engines are used on high-speed craft.

    Motion: Medium Anti Grav
    Passengers: 8
    Cargo: 70kg
    Hit Points: 80
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $30000

    Gravitic Sports Car
    The highest technology personal land conveyance medium, such vehicles have a built-in stabilized gravitic field which holds them suspended above any solid (or, if so programmed, liquid) surface. Lateral power is usually provided by compact, quiet turbofans for slower (under 100 KPH) vehicles, while jets, turbo-gravities, or even small rocket engines are used on high-speed craft.

    Motion: Fast Anti Grav
    Passengers: 2
    Cargo: 20kg
    Hit Points: 20
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $25000


    Explorers

    Explorers

    These have full environmentat control for 10 days per passenger (minimum) and are equipped with 3000 km/orbital comunicational units, 200 km range Sensors, visual scanners, viewports, and an Mk# 40 computer.

    Exploration Walker
    Very maneuverable, these vehicles are usually conveyed by four to six "legs", computer coordinated so that the machine llteraffy wafks over uneven terrain. These are more stable than gravitic craft, but slower; and the legs are somewhat vulnerable to damage.

    Motion: Slow Walker
    Passengers: 6
    Cargo: 100kg
    Hit Points: 500
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $150000

    GEM Explorer
    These are more maneuverable, but usually lighter than the above AFV because of the enormous power expenditure to lift the machine. GEM Explorers are uncommon, mainly because it is difficult to protect the delicate lifting fans and skirt adequately.

    Motion: Slow Walker
    Passengers: 8
    Cargo: 80kg
    Hit Points: 300
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $30000

    Gravitic Explorer
    This craft has a variable altitude capabilo, able to rise up to 100 meters before encountering stability problems.

    Motion: Slow Walker
    Passengers: 6
    Cargo: 40kg
    Hit Points: 150
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $25000


    Aquatic

    Marine Vessles

    Although called marine, these craft are appropriate for navigation through any liquid material which would not prohibit such travel for some other reason. The correctly designed craft, for instance, might employ a type of hydrofoil to travel through the liquid hydrogen oceans of Jupiter's 'atmosphere'.

    Open Speedboat
    A fin or set of fins so designed as to lift a ship's hull out of the liquid and reduce friction, thus allowing an increase in speed. This general principle is applied with some modifications here. Such craft are usually propelled by hydrojets: jets which pump tremendous amounts of water (or whatever the travel medium is) out with great force, driving the craft forward.. Unprotected standard craft, powered by a hydroprop,

    Motion: Fast Hydroprop
    Passengers: 4
    Cargo: 20kg
    Hit Points: 10
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $4000

    Open Airboat
    Built to skim the water's surface, this open-air craft is propelfed by one or more large fans which push the vehicle foward. This craft is ideal for shallow or viscous liquid,

    Motion: Medium Prop
    Passengers: 2
    Cargo: 40kg
    Hit Points: 10
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $4000

    Open Hydrofoil
    The passenger area of this ship is either completely open or protected by a limited-environment control cabin, It is basically a large speedboat with collapsible foils which engage when the craft attains a certain speed (about 50 kph) lifting it out of the liquid and allowing for greater velocity.

    Motion: Fast Hydrofoil
    Passengers: 4
    Cargo: 20kg
    Hit Points: 30
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $15000

    Seascout
    Much larger than the open version, with an interior environment completely controlled. Such a craft might have exploration equipment or be for travel bettveen floating stations on a planet of non-Terran environment (such as a Gas Giant).

    Motion: Slow Hydrofoil
    Passengers: 6
    Cargo: 100kg
    Hit Points: 180
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $100000

    Discovery
    Much larger than the open version, with an interior environment completely controlled. Such a craft might have exploration equipment or be for travel bettveen floating stations on a planet of non-Terran environment (such as a Gas Giant).

    Motion: Fast Hydrofoil
    Passengers: 8
    Cargo: 120kg
    Hit Points: 250
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $160000

    Hydroskimmer Model A
    An improvement on the hydrofoil design, though only practical for very small, high-speed designs. The Model A is an open version.

    Motion: Hydroskim
    Passengers: 2
    Cargo: 30kg
    Hit Points: 20
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $60000

    Hydroskimmer Model B
    An improvement on the hydrofoil design, though only practical for very small, high-speed designs. The Model B in an enclosed version.

    Motion: Hydroskim
    Passengers: 4
    Cargo: 80kg
    Hit Points: 30
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $60000

    Research Submarine
    Small, relatively slow underwater craft, fitted with exploration equipment like the Explorer craft above. These are capable of submerging into liquids where pressures far exceed even the deepest oceans of Terra. Basically short-mission craft.

    Motion: Hydroskim
    Passengers: 2
    Cargo: 20kg
    Hit Points: 40
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $30000

    Exploration Submarine
    Larger, more long-range than the Research subs, these vehicles are usually also equipped with high-speed submersible functions such as an aerofilm or electrostat fields to reduce liquid friction to a minimum.

    Motion: Hydroskim
    Passengers: 6
    Cargo: 100kg
    Hit Points: 180
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $100000


    Aircraft

    Atmospheric Vehicles

    Embracing atmospheric vehicles whose main mode of travel is independent of any solid or liquid environment. Naturally, prop craft require an atmosphere through which to puIl the ship; and jet propelled aircraft require the appropriate oxygen/nitrogen atmosphere.

    Helicopters

    Helicopter Type I
    A highly maneuverable though fragile vehicle which is lifted and moved laterally by use of a large overhead rutor (or rotors). These require an atmosphere to operate.

    Motion: Slow Prop
    Passengers: 1
    Cargo: 50kg
    Hit Points: 10
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $6000

    Helicopter Type II
    A highly maneuverable though fragile vehicle which is lifted and moved laterally by use of a large overhead rutor (or rotors). These require an atmosphere to operate.

    Motion: Slow Prop
    Passengers: 2
    Cargo: 10kg
    Hit Points: 20
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $15000

    Prop Planes

    Prop Plane II
    Utilizing wing surfaces for lift and stability, these craft are propelled by forward-facing rotors. They require an atmosphere to operate. It should be noted that such craft are often preferred over combustion jets in Space Master because they can be powered by clean electricity, are more efficient and, with new alloys and aerodynamics, can move almost as fast as most such jet craft.

    Motion: Medium Prop
    Passengers: 2
    Cargo: 10kg
    Hit Points: 10
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $12000

    Prop Plane IV
    Utilizing wing surfaces for lift and stability, these craft are propelled by forward-facing rotors. They require an atmosphere to operate. It should be noted that such craft are often preferred over combustion jets in Space Master because they can be powered by clean electricity, are more efficient and, with new alloys and aerodynamics, can move almost as fast as most such jet craft.

    Motion: Medium Prop
    Passengers: 4
    Cargo: 20kg
    Hit Points: 20
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $25000

    GravProp Planes

    Graveprop Plane II
    Identical to the prop above except that it is capable of vertical lift-off and landing because of gravitic lifting boost. This also reduces energy consumption to maintain the plane's altitude. Wings are smaller, and the craft is capable of greater speeds. These require an atmosphere to operate.

    Motion: Fast Prop
    Passengers: 2
    Cargo: 20kg
    Hit Points: 20
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $50000

    Graveprop Plane IV
    Identical to the prop above except that it is capable of vertical lift-off and landing because of gravitic lifting boost. This also reduces energy consumption to maintain the plane's altitude. Wings are smaller, and the craft is capable of greater speeds. These require an atmosphere to operate.

    Motion: Fast Prop
    Passengers: 4
    Cargo: 40kg
    Hit Points: 40
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $90000

    High Speen Jets

    High-Speed Jet IV
    Used for long-range planetary travel where suborbital flight is impractical, these craft are extremeiy fast. They require an oxygen-nitrogen atmosphere to operate.

    Motion: Fast Jet
    Passengers: 4
    Cargo: 40kg
    Hit Points: 40
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $110000

    High-Speed Jet IIX
    Used for long-range planetary travel where suborbital flight is impractical, these craft are extremeiy fast. They require an oxygen-nitrogen atmosphere to operate.

    Motion: Fast Jet
    Passengers: 8
    Cargo: 100kg
    Hit Points: 100
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $250000

    Gravitic Flitter

    Gravitic Belt
    Coming in a variety of forms from recreational to exploration, these work on the same principle as gravitic cars, except that their vertical lift is much more powerful and can be manually controlled, allowing the craft to fly at altitudes of even kilometers. They are not as fast as some planes, but very maneuverable and ideal for light survey / exploration work.

    Motion: Slow Anti Grav
    Passengers: 1
    Cargo: 00kg
    Hit Points: 00
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $3500

    Gravitic Sled
    Coming in a variety of forms from recreational to exploration, these work on the same principle as gravitic cars, except that their vertical lift is much more powerful and can be manually controlled, allowing the craft to fly at altitudes of even kilometers. They are not as fast as some planes, but very maneuverable and ideal for light survey / exploration work.

    Motion: Medium Anti Grav
    Passengers: 2
    Cargo: 10kg
    Hit Points: 10
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $12000

    Gravitic Sled 1
    Coming in a variety of forms from recreational to exploration, these work on the same principle as gravitic cars, except that their vertical lift is much more powerful and can be manually controlled, allowing the craft to fly at altitudes of even kilometers. They are not as fast as some planes, but very maneuverable and ideal for light survey / exploration work.

    Motion: Fast Anti Grav
    Passengers: 2
    Cargo: 30kg
    Hit Points: 30
    Armaments: None
    Power Supply: Rechargable Batteries 50hrs
    Cost: $80000

    Gravitic Sled 2
    Coming in a variety of forms from recreational to exploration, these work on the same principle as gravitic cars, except that their vertical lift is much more powerful and can be manually controlled, allowing the craft to fly at altitudes of even kilometers. They are not as fast as some planes, but very maneuverable and ideal for light survey / exploration work.

    Motion: Fast Anti Grav
    Passengers: 2
    Cargo: 30kg
    Hit Points: 30
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $80000

    Gravitic Sled 6
    Coming in a variety of forms from recreational to exploration, these work on the same principle as gravitic cars, except that their vertical lift is much more powerful and can be manually controlled, allowing the craft to fly at altitudes of even kilometers. They are not as fast as some planes, but very maneuverable and ideal for light survey / exploration work.

    Motion: Fast Anti Grav
    Passengers: 6
    Cargo: 40kg
    Hit Points: 40
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $200000

    Gravitic Sled 10
    Coming in a variety of forms from recreational to exploration, these work on the same principle as gravitic cars, except that their vertical lift is much more powerful and can be manually controlled, allowing the craft to fly at altitudes of even kilometers. They are not as fast as some planes, but very maneuverable and ideal for light survey / exploration work.

    Motion: Fast Anti Grav
    Passengers: 10
    Cargo: 60kg
    Hit Points: 60
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $500000

    Runabout
    A popular fan flitter which seats four people with room for cargo, the Runabout is not sealed against the environment, making it a bit more affordable than a Grav Prop plane. Motive power is supplied by two great adjustable turbofans, one on each side of the mostly transparent cabin.

    Motion: Fast Prop
    Passengers: 4
    Cargo: 20kg
    Hit Points: 20
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $75000


    Shuttlecraft

    N-Space Orbital Vehicles

    Embracing small NSpace craft, Shuttles, SMAC fighters and other NSpace craft are all capable of atmospheric travel and ground landing unless otherwise noted.

    Sub Orbital Shuttle IV
    With complete interior environmental control, these vehicles are designed for very swift planetary travel. Usually rocket powered with gravitic lift, they rise to suborbit level and make most of the journey at high speed where there is little atmosphere to create friction.

    Motion: Fusion Rockets
    Passengers: 6
    Cargo: 100kg
    Hit Points: 100
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $800000

    Sub Orbital Shuttle XX
    With complete interior environmental control, these vehicles are designed for very swift planetary travel. Usually rocket powered with gravitic lift, they rise to suborbit level and make most of the journey at high speed where there is little atmosphere to create friction.

    Motion: Fusion Rockets
    Passengers: 20
    Cargo: 250kg
    Hit Points: 250
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $3 mil

    Runabout
    A very small craft powered only by thrusters and incapable of atmospheric maneuvering. Used for repairing ships in Space Dock or other stable, orbit situations. They are equipped with a standard docking collar and have full interior environment control.

    Motion: N-Space Thrust
    Passengers: 2
    Cargo: 20kg
    Hit Points: 30
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $30000

    Lifeboat Type A
    Lifeboats are installed in all starships and space vessels larger than a shuttle. Invariably they are very basic craft with a one-man console and ten to twenty acceteration couches. The console has simplified Astrogational / Piloting / Sensor controls allowing someone with basic skills to manage a planetary landing. They generally have med kits and twenty-day food supplies, a few hand stunners and survival equipment. Better versions also have 1-2 Medstasis beds for injured passengers.

    Motion: N-Space Thrust
    Passengers: 10
    Cargo: 100kg
    Hit Points: 500
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $500000

    Lifeboat Type B
    Lifeboats are installed in all starships and space vessels larger than a shuttle. Invariably they are very basic craft with a one-man console and ten to twenty acceteration couches. The console has simplified Astrogational / Piloting / Sensor controls allowing someone with basic skills to manage a planetary landing. They generally have med kits and twenty-day food supplies, a few hand stunners and survival equipment. Better versions also have 1-2 Medstasis beds for injured passengers.

    Motion: N-Space Thrust
    Passengers: 20
    Cargo: 250kg
    Hit Points: 900
    Armaments: None
    Power Supply: Microfusion Reactor 50hrs
    Cost: $750000


    Beowulf

    Manufactured by Silverlane Industries, the Beowulf is a long range explorer. Fitted as standard with a more than adequate computer system, upto three crew can carry out any number of operations. The limited cargo capacity storage prevents this craft from becoming an efficient trade vessel, however the additional four cabins do allow for any passengers willing to pay for private transport. The outer hull can stand up to a lot of light or medium punishment, and the better than average translight speed ensures short time journeys.


    Ship names belonging to this model - Beowulf, The Promise, Eternity, Genesis, Harlequin, Chimera, Wailing Wind, Watcher, Rino Star, Verdant.

    The Beowulf is constructed in 4 models.

    Model A - Standard Model
    Tonnage / Hits 500 Tons / Hits
    Computer Mk# Mk# 50 - 5000 units of storage
    Armour Type Type 24
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 3 - 1 commander, 1 pilot , 1 navigator
    Cabins 7 - average sized
    Cargo Capacity 3000 Kg
    MAX Sublight Speed 500 KP/s
    MAX Translight Speed 15 Ly per day
    Operating Duration 60 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 2 x Mk10 Energy Weapons
    Fuel 100 Ly Range
    Power 50 MW - 7 Life Support, 7 Cabin Systems, 10 Ships / Computer Systems, 15 Engines, 10 Weapons.
    Cost $5 Million

    Model B - Enlarged Cargo Capacity Model
    Tonnage / Hits 500 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 23
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 3 - 1 commander, 1 pilot , 1 navigator
    Cabins 3 - Average Size
    Cargo Capacity 7000 Kg
    MAX Sublight Speed 700 KP/s
    MAX Translight Speed 16 Ly per day
    Operating Duration 60 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 2x Mk8 Energy Weapons
    Fuel 100 Ly Range
    Power 40 MW - 3 Life Support, 3 Cabin Systems, 10 Ships / Computer Systems, 16 Engines, 8 Weapons.
    Cost $3 MIllion

    Model C - Passenger Model
    Tonnage / Hits 500 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 23
    Shields 10 units +10DB
    Electronic Warfare None +0DB
    Crew 3 - 1 commander, 1 pilot , 1 navigator
    Cabins 10 - Average Size
    Cargo Capacity 1000 Kg
    MAX Sublight Speed 400 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 60 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons
    Fuel 100 Ly Range
    Power 50 MW - 10 Life Support, 10 Cabin Systems, 10 Ships / Computer Systems, 10 Engines, 10 Shields.
    Cost $4 MIllion

    Model D - Enhanced Combat Model
    Tonnage / Hits 600 Tons / Hits
    Computer Mk# Mk# 60 / 6000 units of storage
    Armour Type Type 26
    Shields 10 units +10DB
    Electronic Warfare 10 units +10DB
    Crew 3 - 1 commander, 1 pilot , 1 navigator
    Cabins 3 - Average Size
    Cargo Capacity 3000 Kg
    MAX Sublight Speed 700 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 60 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 2x Mk12 Energy Weapons
    Fuel 100 Ly Range
    Power 50 MW - 3 Life Support, 3 Cabin Systems, 20 Ships / Computer Systems, 10 Engines, 12 Weapons, 10 Shields.
    Cost $6 MIllion

    Delta

    Manufactured by Ravenloc Shipyards, the Delta can best be described as a heavy hauler. Fitted as standard with a more than adequate cargo space, two crew members can carry out long haul trading shipments. The engine capabilities prevents this craft from making any journey quickly, however the additional armour plating and shields will allow for any valuable cargo to arrive in one piece.


    Ship names belonging to this model - Delta, Brotherhood, Tenacity, Euphoria, Civilization, African Queen, Tortoise, Ark Royal, Atlas, Dutchess.

    The Delta is constructed in 2 models.

    Model A - Standard Transport Model
    Tonnage / Hits 750 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 27
    Shields 10 units +10DB
    Electronic Warfare None +0DB
    Crew 2 - 1 pilot , 1 navigator
    Cabins 2 - Average Size
    Cargo Capacity 10000 Kg
    MAX Sublight Speed 400 KP/s
    MAX Translight Speed 8 Ly per day
    Operating Duration 120 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons
    Fuel 200 Ly Range
    Power 35 MW - 2 Life Support, 2 Cabin Systems, 10 Ships / Computer Systems, 8 Engines, 10 Shields.
    Cost $8 MIllion

    Model B - Enhanced Transport Model
    Tonnage / Hits 600 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 26
    Shields 20 units +20DB
    Electronic Warfare None +0DB
    Crew 2 - 1 pilot , 1 navigator
    Cabins 2 - Average Size
    Cargo Capacity 20000 Kg
    MAX Sublight Speed 360 KP/s
    MAX Translight Speed 5 Ly per day
    Operating Duration 120 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons
    Fuel 260 Ly Range
    Power 40 MW - 2 Life Support, 2 Cabin Systems, 10 Ships / Computer Systems, 5 Engines, 20 Shields.
    Cost $6 MIllion

    Destiny

    Manufactured by LaBrock Starcraft, the Destiny is a long range explorer. Fitted for luxury, upto 10 occupants can travel the stars in style. The combination of modest cargo space and large open cabins make this an ideal exploration vessel, however some can find its ongoing running costs a little expensive. The better than average translight speed ensures short reliable journey times. This craft makes for a great sight seeing tour vehicle for them times when familys or small parties need a break from the office.


    Ship names belonging to this model - Destiny, Nostradamus, Cossack, Siren, Globetrotter, Starfall, Millenium, Damascus, Horizon, Twilight.

    The Destiny is constructed in 3 models.

    Model A - Standard Exploration Model
    Tonnage / Hits 600 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 25
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 4 - 1 pilot , 1 navigator, 1 commander, 1 enginer
    Cabins 10 - Large Size
    Cargo Capacity 6000 Kg
    MAX Sublight Speed 600 KP/s
    MAX Translight Speed 15 Ly per day
    Operating Duration 30 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons
    Fuel 300 Ly Range
    Power 60 MW - 10 Life Support, 10 Cabin Systems, 10 Ships / Computer Systems, 15 Engines.
    Cost $7 MIllion

    Model B - Five Star Model
    Tonnage / Hits 600 Tons / Hits
    Computer Mk# Mk# 60 / 6000 units of storage
    Armour Type Type 25
    Shields 10 units +10DB
    Electronic Warfare 10 units +10DB
    Crew 4 - 1 pilot , 1 navigator, 1 commander, 1 enginer
    Cabins 10 - Large Size
    Cargo Capacity 8000 Kg
    MAX Sublight Speed 650 KP/s
    MAX Translight Speed 20 Ly per day
    Operating Duration 30 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons
    Fuel 300 Ly Range
    Power 80 MW - 10 Life Support, 10 Cabin Systems, 22 Ships / Computer Systems, 20 Engines, Shields 10
    Cost $9 MIllion

    Model C - Family Model
    Tonnage / Hits 550 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 25
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 2 - 1 pilot , 1 navigator,
    Cabins 8 - Large Size
    Cargo Capacity 8000 Kg
    MAX Sublight Speed 500 KP/s
    MAX Translight Speed 15 Ly per day
    Operating Duration 60 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons
    Fuel 200 Ly Range
    Power 45 MW - 8 Life Support, 8 Cabin Systems, 10 Ships / Computer Systems, 15 Engines
    Cost $5 MIllion

    Odyssey

    Manufactured by Novastar Shipyards, the Odyssey model is all that remains of an aging fleet of deep space combat vessels. Created over 100 years ago to aid in the frontier battles during the last great expansion, Very few of these great craft are still in service. Many have undergone several updates and modifications in order to remain in service. Constructed with thick outer hulls they are a perfect choice if one was planning on travelling close to black holes or large electrical nebulas and space storms.


    Ship names belonging to this model - Odyssey, Hellhound, Siren, Trident, Black Sparrow, Shooting Star, Last Hope, Galadius, Innuendo, Event Horizon.

    The Odyssey has been modified into 5 models.

    Model A - Unmodified Model
    Tonnage / Hits 950 Tons / Hits
    Computer Mk# Mk# 40 / 4000 units of storage
    Armour Type Type 28
    Shields 0 units +0DB
    Electronic Warfare None +0DB
    Crew 8 - 1 pilot , 2 navigator, 1 commander, 3 enginer, 1 medical
    Cabins 24 - Average Size
    Cargo Capacity 12000 Kg
    MAX Sublight Speed 350 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 300 days - standard
    Landing Capability Starport Docking
    Weaponry 0 Weapons
    Fuel 200 Ly Range
    Power 75 MW - 24 Life Support, 24 Cabin Systems, 8 Ships / Computer Systems, 10 Engines
    Cost $15 MIllion

    Model B - Passenger Model
    Tonnage / Hits 850 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 26
    Shields 10 units+10DB
    Electronic Warfare None +0DB
    Crew 8 - 1 pilot , 2 navigator, 1 commander, 3 enginer, 1 medical
    Cabins 24 - Average Size
    Cargo Capacity 10000 Kg
    MAX Sublight Speed 300 KP/s
    MAX Translight Speed 12 Ly per day
    Operating Duration 300 days - standard
    Landing Capability Starport Docking
    Weaponry 0 Weapons
    Fuel 220 Ly Range
    Power 80 MW - 24 Life Support, 24 Cabin Systems, 20 Ships / Computer Systems, 12 Engines
    Cost $16 MIllion

    Model C - Medical Ship Model
    Tonnage / Hits 950 Tons / Hits
    Computer Mk# Mk# 60 / 6000 units of storage
    Armour Type Type 28
    Shields 20 units +20DB
    Electronic Warfare None +0DB
    Crew 8 - 1 pilot , 1 navigator, 1 commander, 5 medical
    Cabins 30 - Average Size
    Cargo Capacity 8000 Kg
    MAX Sublight Speed 400 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 300 days - standard
    Landing Capability Starport Docking
    Weaponry 0 Weapons
    Fuel 300 Ly Range
    Power 110 MW - 30 Life Support, 30 Cabin Systems, 12 Ships / Computer Systems, 10 Engines, 20 shields
    Cost $18 MIllion

    Model D - Armored Transport Ship Model
    Tonnage / Hits 1000 Tons / Hits
    Computer Mk# Mk# 40 / 4000 units of storage
    Armour Type Type 28
    Shields 20 units +20DB
    Electronic Warfare 10 units +10DB
    Crew 8 - 1 pilot , 1 navigator, 1 commander, 1 medical, 4 gunners
    Cabins 16 - Average Size
    Cargo Capacity 15000 Kg
    MAX Sublight Speed 400 KP/s
    MAX Translight Speed 8 Ly per day
    Operating Duration 360 days - standard
    Landing Capability Starport Docking
    Weaponry 4 x Mk20 Energy Weapons, 2 x Mk10 Missle Weapons
    Fuel 300 Ly Range
    Power 200 MW - 24 Life Support, 24 Cabin Systems, 18 Ships / Computer Systems, 8 Engines, 20 shields, 100 weapons
    Cost $22 MIllion

    Model E - Military Training Ship Model
    Tonnage / Hits 800 Tons / Hits
    Computer Mk# Mk# 40 / 4000 units of storage
    Armour Type Type 26
    Shields 10 units +10DB
    Electronic Warfare 10 units +10DB
    Crew 8 - 1 pilot , 1 navigator, 1 commander, 1 enginer, 4 gunners
    Cabins 12 - Average Size
    Cargo Capacity 10000 Kg
    MAX Sublight Speed 600 KP/s
    MAX Translight Speed 16 Ly per day
    Operating Duration 300 days - standard
    Landing Capability Starport Docking
    Weaponry 4 x Mk10 Energy Weapons, 2 x Mk10 Missle Weapons
    Fuel 100 Ly Range
    Power 150 MW - 20 Life Support, 20 Cabin Systems, 18 Ships / Computer Systems, 16 Engines, 10 shields, 60 weapons
    Cost $18 MIllion

    Hammer

    Manufactured by Razorlite Chemicals, the Hammer is a deep space transporter of chemicals and fuels. Although these ships can be manned by 2 crew members, surprisingly these vessels are fully automated and essentially pilot themselves, and on some instances when transporting dangerous or explosive materials do so. Their bulky hulls are fitted with a number of temperature controlled pressured tanks. Travelling at slow speed helps protect sensitive goods on board. The Hammer has in the past been used to transport cryogenically preserved materials.


    Ship names belonging to this model - Hammer, Victoria, Ramses, Fanfare, Midway, Anastasia, Traveler, Wyvern, Paradise, Rippley.

    The Hammer is constructed in 2 models.

    Model A - Standard Ship Model
    Tonnage / Hits 450 Tons / Hits
    Computer Mk# Mk# 10 / 1000 units of storage
    Armour Type Type 22
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 2 - 1 pilot , 1 navigator,
    Cabins 2 - Large Size
    Cargo Capacity 20000 Kg
    MAX Sublight Speed 300 KP/s
    MAX Translight Speed 8 Ly per day
    Operating Duration 450 days - standard
    Landing Capability Starport Docking
    Weaponry 0 Weapons
    Fuel 800 Ly Range
    Power 20 MW - 2 Life Support, 2 Cabin Systems, 2 Ships / Computer Systems, 8 Engines,
    Cost $5 MIllion

    Model B - Autonomous Ship Model
    Tonnage / Hits 400 Tons / Hits
    Computer Mk# Mk# 10 / 1000 units of storage
    Armour Type Type 22
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 0 - Autonomous
    Cabins 0
    Cargo Capacity 30000 Kg
    MAX Sublight Speed 300 KP/s
    MAX Translight Speed 4 Ly per day
    Operating Duration 600 days - standard
    Landing Capability Starport Docking
    Weaponry 0 Weapons
    Fuel 800 Ly Range
    Power 10 MW - 0 Life Support, 0 Cabin Systems, 2 Ships / Computer Systems, 4 Engines,
    Cost $7 MIllion

    Hunter

    Manufactured by Titan Dynamics, the Hunter is a fast combat craft. Fitted as standard with two mounted blasters and additional missle pylons, a single pilot can quickly deal with any threat like opperations. The limited cargo capacity storage and cabins prevents this craft from becoming an efficient trade or ferry vessel, however the additional electronic warfare and shield defences put this ship into a league of its own when it comes to dog fighting.


    Ship names belonging to this model - Hunter, Shade, Messenger, Close Encounter, Hummingbird, Meteor, Vigilant, Untouchable, Valhalla, Warrior.

    The Beowulf is constructed in 2 models.

    Model A - Standard Ship Model
    Tonnage / Hits 300 Tons / Hits
    Computer Mk# Mk# 20 / 2000 units of storage
    Armour Type Type 22
    Shields 10 units +10DB
    Electronic Warfare 10 units +10DB
    Crew 1 - pilot
    Cabins 3 - Small Size
    Cargo Capacity 800 Kg
    MAX Sublight Speed 1000 KP/s
    MAX Translight Speed 25 Ly per day
    Operating Duration 60 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 2x Mk20 Blasters, 2x Mk 10 Missles
    Fuel 100 Ly Range
    Power 120 MW - 3 Life Support, 3 Cabin Systems, 14 Ships / Computer Systems, 25 Engines, Shields 10, Weapons 60
    Cost $3 MIllion

    Model B - Bounty Hunter Ship Model
    Tonnage / Hits 330 Tons / Hits
    Computer Mk# Mk# 25 / 2500 units of storage
    Armour Type Type 24
    Shields 20 units +20DB
    Electronic Warfare 20 units +20DB
    Crew 1 - pilot
    Cabins 1 - Small Size
    Cargo Capacity 1000 Kg
    MAX Sublight Speed 1000 KP/s
    MAX Translight Speed 25 Ly per day
    Operating Duration 60 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 2x Mk20 Blasters, 2x Mk 5 Missles, 1x bomb bay unit
    Fuel 100 Ly Range
    Power 130 MW - 1 Life Support, 1 Cabin System, 24 Ships / Computer Systems, 25 Engines, Sheilds 20, Weapons 55
    Cost $5 MIllion

    Prosperity

    Manufactured by Indigo Sprint, the Prosperity is a fast courier delivery craft. Fitted as standard for accommodation of 6 additional passengers. This galactic taxi service best serves anyone who travels light, and is more commonly encounted among other space traffic. With its ultra light hull and lack of defences, its easy to see how this little craft is one of the fastest around.


    Ship names belonging to this model - Prosperity, Cyclone, Mercury, Spectator, Rascal, Buzzard, Infinity, Antioch, Kingfisher, Karma.

    The Prosperity is constructed in only 1 model.

    Model A - Standard Ship Model
    Tonnage / Hits 350 Tons / Hits
    Computer Mk# Mk# 10 / 1000 units of storage
    Armour Type Type 22
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 1 - pilot
    Cabins 7 - Small Size
    Cargo Capacity 1000 Kg
    MAX Sublight Speed 1000 KP/s
    MAX Translight Speed 28 Ly per day
    Operating Duration 120 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 - Weapons
    Fuel 500 Ly Range
    Power 45 MW - 7 Life Support, 7 Cabin System, 2 Ships / Computer Systems, 28 Engines,
    Cost $3 MIllion

    Sandrake

    Manufactured by Rockmann Constructions, the Sandrake is a deep space industrial platform vessel. Many are fitted with processing plants or refineries. There are built to accommodate large groups of crew member workers that spend many months in deep space. Some have been equiped with luxury home comforts such as theaters, restaurants and medical bays. These Ships are often equipped with super sized power plants in order to carry out there missions far from starports.


    Ship names belonging to this model - Sandrake, Jellyfish, Manticor, Isabella, Rapsody, Beluga, Warlock, Argonaut, Sparticas, Harpy.

    The Sandrake is constructed in 3 models.

    Model A - Standard Ship Model
    Tonnage / Hits 1000 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 28
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 6 - 1 pilot, 1 navigator, 1 commander, 2 engineers, 1 medical
    Cabins 18 - Average Size
    Cargo Capacity 60000 Kg
    MAX Sublight Speed 100 KP/s
    MAX Translight Speed 6 Ly per day
    Operating Duration 1200 days - standard
    Landing Capability Starport Docking
    Weaponry 0 - Weapons
    Fuel 1000 Ly Range
    Power 150 MW - 18 Life Support, 18 Cabin System, 15 Ships / Computer Systems, 8 Engines, 50 industral processing
    Cost $22 MIllion

    Model B - Mining Ship Model
    Tonnage / Hits 1000 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 28
    Shields 10 units +10DB
    Electronic Warfare None +0DB
    Crew 6 - 1 pilot, 1 navigator, 1 commander, 2 engineers, 1 medical
    Cabins 20 - Average Size
    Cargo Capacity 65000 Kg
    MAX Sublight Speed 100 KP/s
    MAX Translight Speed 5 Ly per day
    Operating Duration 1200 days - standard
    Landing Capability Starport Docking
    Weaponry 0 - Weapons
    Fuel 800 Ly Range
    Power 180 MW - 26 Life Support, 26 Cabin System, 15 Ships / Computer Systems, 5 Engines, 10 Shields, 50 industral processing
    Cost $22 MIllion

    Model C - Salvage Ship Model
    Tonnage / Hits 1000 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 26
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 8 - 1 pilot, 1 navigator, 1 commander, 4 engineers, 1 medical
    Cabins 10 - Average Size
    Cargo Capacity 80000 Kg
    MAX Sublight Speed 150 KP/s
    MAX Translight Speed 8 Ly per day
    Operating Duration 1000 days - standard
    Landing Capability Starport Docking
    Weaponry 0 - Weapons
    Fuel 1000 Ly Range
    Power 150 MW - 18 Life Support, 18 Cabin System, 18 Ships / Computer Systems, 8 Engines, 40 industral processing
    Cost $24 MIllion

    Valkarie

    Manufactured by Stella Drivemasters, the Valkarie is the only choice for any successful smuggler. This craft, by all appearances looks very average, however buried deep inside the hull is an Electronic Warfare system like no other. The cargo compartments to this vessel are shielded behind heavy magnetic bulk heads, any scans made by passing vessels become almost impossible to read. Some models have been quipped with a 'spare' cabin with similar defences in place, these have been used to smuggle estranged passengers to off world locations.


    Ship names belonging to this model - Valkarie, Visitor, Revolution, Fortitude, Elizabeth, Nero, Alliance, Calamity, Cataclysm, Avalon.

    The Valkarie is constructed in 3 models.

    Model A - Standard Ship Model
    Tonnage / Hits 550 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 25
    Shields None +0DB
    Electronic Warfare 40 units +40DB
    Crew 2 - 1 pilot, 1 navigator
    Cabins 2 - Average Size
    Cargo Capacity 3000 Kg
    MAX Sublight Speed 450 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 400 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 2x Mk10 Energy Weapons
    Fuel 600 Ly Range
    Power 80 MW - 2 Life Support, 2 Cabin System, 46 Ships / Computer Systems, 10 Engines, 20 Weapons
    Cost $12 MIllion

    Model B - Goods Smuggler Model
    Tonnage / Hits 500 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 25
    Shields 10 units +10DB
    Electronic Warfare 60 units +60DB
    Crew 2 - 1 pilot, 1 navigator
    Cabins 2 - Average Size
    Cargo Capacity 5000 Kg
    MAX Sublight Speed 450 KP/s
    MAX Translight Speed 15 Ly per day
    Operating Duration 350 days - standard
    Landing Capability Starport Docking and Plantary Landing
    Weaponry 2x Mk8 Energy Weapons
    Fuel 550 Ly Range
    Power 120 MW - 2 Life Support, 2 Cabin System, 66 Ships / Computer Systems, 15 Engines, 10 Shields, 16 Weapons
    Cost $14 MIllion

    Model C - People Smuggler Model
    Tonnage / Hits 500 Tons / Hits
    Computer Mk# Mk# 30 / 3000 units of storage
    Armour Type Type 25
    Shields 10 units +10DB
    Electronic Warfare 60 units +60DB
    Crew 2 - 1 pilot, 1 navigator
    Cabins 3 - Average Size
    Cargo Capacity 2000 Kg
    MAX Sublight Speed 450 KP/s
    MAX Translight Speed 15 Ly per day
    Operating Duration 350 days - standard
    Landing Capability Starport Docking and Plantary Landing
    Weaponry 2x Mk8 Energy Weapons
    Fuel 550 Ly Range
    Power 120 MW - 3 Life Support, 3 Cabin System, 66 Ships / Computer Systems, 15 Engines, 10 Shields, 16 Weapons
    Cost $14 MIllion

    Viper

    Manufactured by Orion Speedways, the Viper is a licenced vessel sold directly to local law enforcement. These ships are equiped with the latest developments in micro fusion sublight engins, giving them the ability to outrun any sublight craft. All crafts are fully fitted with an Ion Cannon, a non lethal weapon that can disrupt targeted systems and help bring pursuits to a safe conclusion. Each vessel is also fitted with a containment cell 'cabin' for arrested suspects. All Vipers are constructed to an exact legal standard with no modifications.


    Ship names belonging to this model - RS-332, IV-234, NP-102, ND-604, ZK-116, HG-405, DJ-011, KJ-160, HA-066.

    The Viper is constructed in only 1 model.

    Model A - Standard Ship Model
    Tonnage / Hits 350 Tons / Hits
    Computer Mk# Mk# 20 / 2000 units of storage
    Armour Type Type 24
    Shields 10 units +10DB
    Electronic Warfare None +0DB
    Crew 2 - 1 pilot, 1 navigator
    Cabins 4 - 2 Small Size, 2 Containment
    Cargo Capacity 2000 Kg
    MAX Sublight Speed 1400 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 300 days - standard
    Landing Capability Starport Docking and Plantary Landing
    Weaponry 1x Mk20 Ion Disrupter Weapons
    Fuel 50 Ly Range
    Power 50 MW - 4 Life Support, 4 Cabin System, 4 Ships / Computer Systems, 10 Engines, 20 Weapons
    Cost $10 MIllion

    Anvil

    Manufactured by Hammersmith Spaceways, the Anvil is a multi purpose military fortress. The 50 person crew are always on hand to deal with any emergency situation, be that to maintain law and order or assist with an environmental disaster. These ships are equipped with multipal facilities and the crew are given every comfort. Designed to stay in service for long periods of time these ships can hold a huge amount of supplies.


    Ship names belonging to this model - Anvil, Immortal, Leviathan, Dauntless, Colossus, Judgement, Nebuchadnezzar, Javalin.

    The Anvil is constructed in 3 models.

    Model A - Standard Ship Model
    Tonnage / Hits 3000 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 29
    Shields 30 units +30DB
    Electronic Warfare 30 units +30DB
    Crew 20 - 3 pilots, 3 navigators, 1 commander, 3 engineers, 2 medics, 4 gunners, 4 drone pilots
    Cabins 50 - Average Size
    Cargo Capacity 80000 Kg
    MAX Sublight Speed 300 KP/s
    MAX Translight Speed 8 Ly per day
    Operating Duration 3000 days - standard
    Landing Capability Orbital Service and Resupply
    Weaponry 2x Mk30 Energy Weapons, 2x Mk20 Missile Launchers, 20x Drone Fighters
    Fuel 3000 Ly Range
    Power 350 MW - 100 Life Support, 50 Cabin System, 40 Ships / Computer Systems, 8 Engines, 30 Shields, 120 Weapons
    Cost $220 MIllion

    Model B - Emergency Rescue Model
    Tonnage / Hits 3000 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 28
    Shields 30 units +30DB
    Electronic Warfare None +0DB
    Crew 10 - 1 pilots, 1 navigators, 1 commander, 1 engineers, 5 medics, 2 gunners,
    Cabins 75 - Average Size
    Cargo Capacity 50000 Kg
    MAX Sublight Speed 350 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 2000 days - standard
    Landing Capability Orbital Service and Resupply
    Weaponry 2x Mk30 Energy Weapons,
    Fuel 3000 Ly Range
    Power 300 MW - 100 Life Support, 75 Cabin System, 10 Ships / Computer Systems, 10 Engines, 30 Shields, 60 Weapons
    Cost $200 MIllion

    Model C - Science Research Model
    Tonnage / Hits 3000 Tons / Hits
    Computer Mk# Mk# 60 / 6000 units of storage
    Armour Type Type 26
    Shields 50 units +50DB
    Electronic Warfare None +0DB
    Crew 10 - 1 pilots, 1 navigators, 1 commander, 1 engineers, 1 medics, 2 gunners, 3 science personal
    Cabins 30 - Average Size
    Cargo Capacity 100000 Kg
    MAX Sublight Speed 300 KP/s
    MAX Translight Speed 10 Ly per day
    Operating Duration 5000 days - standard
    Landing Capability Orbital Service and Resupply
    Weaponry 2x Mk20 Energy Weapons,
    Fuel 3000 Ly Range
    Power 220 MW - 50 Life Support, 30 Cabin System, 12 Ships / Computer Systems, 10 Engines, 50 Shields, 40 Weapons
    Cost $250 MIllion

    Lunabug

    Manufactured by Goldwing Spears, the Lunabug is a space luxury liner and pleasure vessel. Used by space touring travellers for vacations and sight seeing excursions. These large vessels offer a variety of space tours. On board, travellers are treated to the very best in entertainment, pleasure and relaxation. Most are fitted out with attractions such as a bar, restaurant, cafe, cinema or theater, casino, game room, swimming pool, gym, sauna, massage or beauty parlor, and even a small garden.


    Ship names belonging to this model - Lunabug, Emerald Isle, Amber Sunset, Diamond Star, Opal Sea, Crystal Cloud, Rainbow Taveller

    The Lunabug is constructed in 2 models.

    Model A - Private Lesuire Model
    Tonnage / Hits 700 Tons / Hits
    Computer Mk# Mk# 40 / 4000 units of storage
    Armour Type Type 24
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 12 - 1 pilot, 1 navigator, 1 commander, 1 engineer, 1 medic, 7 entertainers
    Cabins 37 - Luxery Appartments
    Cargo Capacity 10000 Kg
    MAX Sublight Speed 500 KP/s
    MAX Translight Speed 5 Ly per day
    Operating Duration 500 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons,
    Fuel 1000 Ly Range
    Power 90 MW - 40 Life Support, 37 Cabin System, 8 Ships / Computer Systems, 5 Engines
    Cost $130 MIllion

    Model B - Tourist Vacation Model
    Tonnage / Hits 800 Tons / Hits
    Computer Mk# Mk# 50 / 5000 units of storage
    Armour Type Type 23
    Shields None +0DB
    Electronic Warfare None +0DB
    Crew 12 - 1 pilot, 1 navigator, 1 commander, 1 engineer, 1 medic, 7 entertainers
    Cabins 52 - Average Size
    Cargo Capacity 20000 Kg
    MAX Sublight Speed 300 KP/s
    MAX Translight Speed 5 Ly per day
    Operating Duration 500 days - standard
    Landing Capability Starport Docking and Planetary Landing
    Weaponry 0 Weapons,
    Fuel 800 Ly Range
    Power 220 MW - 60 Life Support, 52 Cabin System, 10 Ships / Computer Systems, 5 Engines
    Cost $110 MIllion

    Patriot

    Manufactured by Pole Star Research Development, the Patriot is the latest state of the art deep space vessel geared up for remote scientific research and discovery. Fitted with the latest computer technology in Artificial Intelligence - 'ALICE', - control of this ship sets a new standard for all future vessels in production. These vessels are also fitted with one small planetary exploration shuttle as standard. Capable of spending lengthy periods away from a spaceport, the crew are treated to the best in facilities and supplies. very few have seen these vessels first hand and even fewer have set foot upon their decks.


    Ship names belonging to this model - Patriot, Iron Star, Scorpio, Beholder.

    The Patriot is only availble in 1 model.

    Model A - Standard AI Controlled Model
    Tonnage / Hits 2000 Tons / Hits
    Computer Mk# Mk# 70 / 7000 units of storage
    Armour Type Type 30
    Shields 20 units +20DB
    Electronic Warfare 20 units +20DB
    Crew 15 - 2 pilots, 1 navigator, 1 commander, 4 engineers, 2 medic, 2 gunners, 2 technicians, 1 shuttle pilot
    Cabins 45 - Average Size
    Cargo Capacity 50000 Kg
    MAX Sublight Speed 450 KP/s
    MAX Translight Speed 15 Ly per day
    Operating Duration 6000 days - standard
    Landing Capability Orbital Resupply and Starport Docking
    Weaponry 2x Mk20 Energy Weapons,
    Fuel 2000 Ly Range
    Power 300 MW - 50 Life Support, 45 Cabin System, 34 Ships / Computer Systems, 15 Engines, 20 Shields, 40 Weapons, 10 AI systems, 50 Science labs
    Cost $450 MIllion

    Weapons

    ItemCategoryTypeLocalProductionMax RangeFail RollCost
    5mm Light PistolCon Pistol1H ProjAll1 day50m1/2$50
    10mm Medium PistolCon Pistol1H ProjAll1 day80m1/2$80
    12mm Heavy PistolCon Pistol1H ProjAll1 day100m1/2$100
    5mm Light Machine GunCon Machine Pistol1H ProjTown1 day50m1/2/3$350
    10mm Medium Machine PistolCon Machine Pistol1H ProjTown1 day80m1/2/3$600
    5mm Light RifleCon Rifle2H ProjAll1 day150m1/2$250
    10mm Medium RifleCon Rifle2H ProjAll1 day500m1/2$400
    12mm Heavy RifleCon Rifle2H ProjAll1 day700m1/2$500
    5mm Light Assault RifleCon Assault Rifles2H ProjTown1 day100m1/2/3$350
    10mm Medium Assault RifleCon Assault Rifles2H ProjTown1 day400m1/2/3$500
    10mm Light Machine GunCon Machine GunsSup ProjTown1 day500m1/2/3$800
    10mm Medium Machine GunCon Machine GunsSup ProjTown1 day800m1/2/3$1200
    12mm Medium Machine GunCon Machine GunsSup ProjTown1 day1000m1/2/3$1500
    15mm & Sawed-off ShotgunCon Shotguns2H ProjAll1 day60m1/2/3$250
    15mm AutoshotgunCon Shotguns2H ProjAll1 day30m1/2/3$700
    20mm & Sawed-off ShotgunCon Shotguns2H ProjAll1 day50m1/2/3$300
    20mm AutoshotgunCon Shotguns2H ProjTown1 day80m1/2/3$900
    Needle PistolNeedleguns1H ProjTown1 day30m1/2/3/4$400
    Needle CarbineNeedleguns2H ProjTown1 day35m1/2/3/4$1000
    Needle RifleNeedleguns2H ProjTown1 day40m1/2/3/4$1600
    Tangle PistolTangleguns1H ProjTown1 day10m1/2$700
    Tangle CarbineTangleguns2H ProjTown1 day30m1/2$1300
    Tangle RifleTangleguns2H ProjTown1 day60m1/2/3/4$1800
    Taser PistolTasergun1H ProjTown1 day5m1/2/3/4/5$600
    Taser CarbineTasergun2H ProjTown1 day30m1/2/3/4/5$1200
    Taser RifleTasergun2H ProjTown2 days100m1/2/3/4/5$1800
    Rocket PistolRocketguns1H ProjTown1 day900m1/2/3/4$400
    Rocket CarbineRocketguns2H ProjTown1 day900m1/2/3/4$900
    Rocket RifleRocketguns2H ProjTown1 day900m1/2/3/4$1500
    MLA (Linex) PistolMagnetic Linear Accelerators1H ProjCity1 day1000m1/2/3/4/5$800
    MLA (Linex) RifleMagnetic Linear Accelerators2H ProjCity2 days2000m1/2/3/4/5$2000
    Grenade RifleGrenade LaunchersLaunchCity1 day100m1/2$1000
    RPG LauncherRocket Propelled Grenade LaunchersLaunchCity2 days600m1/2$1200
    PMLPortable Missile LaunchersLaunchCity2 daysas ammo1/2$1400
    PML QuadPortable Missile LaunchersLaunchCity2 daysas ammo1/2$1800
    PML AutofeedPortable Missile LaunchersLaunchCity2 daysas ammo1/2$2400
    Mini LaserLasers1H EnergyTown1 day15m1/2/3/4/5/6/7$120
    Laser PistolLasers1H EnergyTown1 day200m1/2/3/4/5/6/7$250
    Assault LaserLasers2H EnergyTown1 day300m1/2/3/4/5/6/7$500
    Laser RifleLasers2H EnergyTown1 day400m1/2/3/4/5/6/7$750
    Heavy LaserLasersSup EnergyCity1 day2000m1/2/3/4/5/6/7$1000
    Mini BlasterBlaster1H EnergyTown1 day15m1/2/3/4/5/6/7$150
    Blast PistolBlaster1H EnergyTown1 day120m1/2/3/4/5/6/7$300
    Assault BlasterBlaster2H EnergyCity2 days150m1/2/3/4/5/6/7$550
    Blast RifleBlaster2H EnergyCity2 days250m1/2/3/4/5/6/7$800
    Heavy BlasterBlasterSup EnergyCity2 days1000m1/2/3/4/5/6/7$1200
    Mini FlamerFlamer1H EnergyTown1 day5m1/2/3/4/5$100
    Flame PistolFlamer1H EnergyTown1 day15m1/2/3/4/5$200
    Assault FlamerFlamer2H EnergyCity2 days30m1/2/3/4/5$400
    Flame RifleFlamer2H EnergyCity2 days60m1/2/3/4/5$650
    Heavy FlamerFlamerSup EnergyCity2 days120m1/2/3/4/5$900
    Force KnifeEnergy Melee1 HandedCity2 days1/2/3/4/5/6$500
    Power SwordEnergy Melee2 HandedCity2 days1/2/3/4/5/6/7/8/9$3000
    Mini StunnerStunner1H EnergyTown1 day10m1/2/3/4/5$120
    Stun PistolStunner1H EnergyTown1 day50m1/2/3/4/5$260
    Assault StunnerStunner2H EnergyCity2 days100m1/2/3/4/5$550
    Stun RifleStunner2H EnergyCity2 days200m1/2/3/4/5$800
    Heavy StunnerStunnerSup EnergyCity2 days300m1/2/3/4/5$1100
    Mini DisruptorDisruptor1H EnergyTown1 day10m1/2/3/4/5$300
    Disruptor PistolDisruptor1H EnergyTown1 day50m1/2/3/4/5$700
    Assault DisruptorDisruptor2H EnergyCity2 days100m1/2/3/4/5$1200
    Disruptor RifleDisruptor2H EnergyCity2 days200m1/2/3/4/5$1500
    Heavy DisruptorDisruptorSup EnergyCity3 days300m1/2/3/4/5$2000
    Mini StruptorStruptorgun1H EnergyCity2 daysas settingsas settings$500
    Struptor PistolStruptorgun1H EnergyCity2 daysas settingsas settings$1000
    Assault StruptorStruptorgun2H EnergyCity3 daysas settingsas settings$2000
    Struptor RifleStruptorgun2H EnergyCity3 daysas settingsas settings$2800
    Heavy StruptorStruptorgunSup EnergyCity4 daysas settingsas settings$3500
    Plasma Repeator RiflePlamatic Repeator2H EnergyCity4 days100m1/2/3/4/5/6/7/8/9$4500
    Heavy Plasma RepeatorPlamatic RepeatorSup EnergyCity5 days250m1/2/3/4/5/6/7/8/9$6000

    Ammunition

    ItemCategoryQuantityLocalNotesCost
    General Purpose Rounds5mm10Town$5
    General Purpose Rounds10mm10Town$8
    General Purpose Rounds12mm10Town$10
    Armor Piercing Rounds5mm10Town$6
    Armor Piercing Rounds10mm10Town$10
    Armor Piercing Rounds12mm10Town$12
    High Explosive Rounds5mm10Town$7
    High Explosive Rounds10mm10Town$11
    High Explosive Rounds12mm10Town$13
    High Explosive Armor Piercing Rounds5mm10Town$10
    High Explosive Armor Piercing Rounds10mm10Town$15
    High Explosive Armor Piercing Rounds12mm10Town$20
    Standard Needle Gun RoundsPistol10Town$5
    Standard Needle Gun RoundsCarbine10Town$15
    Standard Needle Gun RoundsRifle10Town$25
    Shotgun Rounds15mm6Town$5
    Shotgun Rounds20mm6Town$10
    Tangle Gun RoundsPistol3Town$30
    Tangle Gun RoundsCarbine3Town$60
    Tangle Gun RoundsRifle3Town$90
    Taser AmmoPistol5Town$30
    Taser AmmoCarbine5Town$150
    Taser AmmoRifle5City$150
    General Purpose GrenadesType 11City1m / MK#$5 / MK#
    General Purpose GrenadesType 21City2m / MK#$10 / MK#
    General Purpose GrenadesType 31City3m / MK#£30 / MK#
    Concussion GrenadesType 11City1m / MK#$5 / MK#
    Concussion GrenadesType 21City2m / MK#$10 / MK#
    Concussion GrenadesType 31City3m / MK#£30 / MK#
    Sharnel GrenadesType 11City1m / MK#$5 / MK#
    Sharnel GrenadesType 21City2m / MK#$10 / MK#
    Sharnel GrenadesType 31City3m / MK#£30 / MK#
    Plasma GrenadesType 11City1m / MK#$15 / MK#
    Plasma GrenadesType 21City2m / MK#$30 / MK#
    Plasma GrenadesType 31City3m / MK#$90 / MK#
    Smoke GrenadesType 11City2m / MK#$2 / MK#
    Smoke GrenadesType 21City4m / MK#$4 / MK#
    Smoke GrenadesType 31City6m / MK#$12 / MK#
    Anti Laser Aerosol GrenadesType 11City1m / MK#$8 / MK#
    Anti Laser Aerosol GrenadesType 21City2m / MK#$16 / MK#
    Anti Laser Aerosol GrenadesType 31City3m / MK#$48 / MK#
    Standard Unguided Missleas warhead1Cityas warhead10x /MK# of warhead
    Standard Guided Missleas warhead1Cityas warhead20x /MK# of warhead

    Personal

    ItemCategoryQuantutyLocalProductionNotesCost
    Calculator UnitPersonal Item1Town1 day$10
    ChronometerPersonal Item1Town1 day$1 - $50
    Computer MapPersonal Item1Town1 day$60
    Distance LensesPersonal Item1Town1 day$20
    Earphone CommunicatorPersonal Item1Town1 day$25
    Elmonit CardPersonal Item1City1 day$5
    GlowglobePersonal Item1Town1 day$1
    Ident Disk (replacement)Personal Item1City1 day$200
    Infra-GogglesPersonal Item1City1 day$20
    Infra-LensesPersonal Item1City1 day$150
    Light Filter LensesPersonal Item1City1 day$60
    Light RodPersonal Item1Town1 day$5
    Magnetic CompassPersonal Item1Town1 day$3
    Makeover KitPersonal Item1Town1 day$45
    MicrocomputerPersonal Item1City1 dayMK# 1$40
    MicrocomputerPersonal Item1City1 dayMK# 2$80
    MicrocomputerPersonal Item1City1 dayMK# 3$120
    MicrocomputerPersonal Item1City1 dayMK# 4$160
    Molecutronic ScramblerPersonal Item1City2 daysMK# 1-50$200 / MK#
    Personal EW GeneratorPersonal Item1City2 days$2500
    Pocket CommunicatorPersonal Item1Town1 day$30
    Poison DetectorPersonal Item1City1 day$500
    Psion Damping GearPersonal Item1City2 days$1000+
    MultiscannerScanner1City1 day$800
    Repair ScannerScanner1City1 day$700
    Tactical ScannerScanner1City1 day$300
    Security ScannerScanner1City1 dayType 1$500
    Security ScannerScanner1City1 dayType 2$2000
    Security ScannerScanner1City1 dayType 3$8000+
    Signal BeaconPersonal Item1Town1 day$10
    Ultra GogglesPersonal Item1City1 day$80
    Ultra LensesPersonal Item1City2 days$350

    Field Medical

    ItemCategoryQuantityLocalProductionNotesCost
    Medical ScannerScanner1City1 day$850
    Diagnostic ComputerMedical1City2 daysMk# 5$1200
    Dermal CloserMedical1City2 days$200
    Tissue KnitterMedical1City2 days$350
    RegenergunMedical1City3 days$400
    Arterial SealerMedical 1City2 days$400
    LaserknifeMedical1City1 day$250
    Preservation UnitMedical1City3 days$500
    InstasplintMedical1City1 day$20
    InstracastMedical1City1 day$30
    Skeletal Field KnitterMedical1City2 days$800
    Medtab ApplicatorMedical1City2 daysholds 10 tabs$80
    Auto Tab AplicatorMedical1City2 daysHolds 10 tabs$200

    Software Data

    ItemCategoryQuantityLocalProductionNotesCost
    Audio DiscsData Storage1Town1 day20 hrs recording$2
    HolocameraDigital Device1Town1 day$50
    HologlassData Storage1Town1 dayStores 20 images$15
    HoloviewerDigital Device1Town1 day$30
    Memory Disk ViewerDigital Device1City1 day$70
    Memory DisksData Storage1Town1 dayStores 100 hrs recording$20
    Memory RecorderDigital Device1Town1 day$120
    Audio RecorderDigital Device1Town1 day$40
    Viewer with EnhanceDigital Device1City1 day$150

    Tools

    ItemCategoryQuantityLocalProductionNotesCost
    Laser Cutter / WelderTools1Town1 day$150
    Heavy Cutter / WelderTools1City2 days$250
    Standard ToolsTools1Town1 day$100
    Molec BoardsTools10Town1 day$300
    Infr-plateTools1Town1 day$200
    Molec Board EtcherTools1Town1 day$500
    Memory Switch PanelTools20City1 day$400
    Small Tool KitTools1Town1 day$800
    Master Tool KitTools1City1 day$3000

    Medical Tabs

    ItemCategoryQuantityLocalProductionNotesCost
    AlerleneMedical Tab10Town1 dayAF 10$150
    AmboathorphinMedical Tab10Town2 daysAF 15$230
    AnaceptMedical Tab10Town3 daysAF 01$300
    AndelineMedical Tab10Town1 dayAF 10$100
    AndrexMedical Tab10Town5 daysAF 50$550
    Antirad IMedical Tab10City10 daysAF 35$1000
    Antirad IIMedical Tab10City10 daysAF 35$2000
    Antirad IIIMedical Tab10City10 daysAF 35$3000
    Antirad IVMedical Tab10City10 daysAF 35$4000
    Antirad VMedical Tab10City10 daysAF 35$5000
    ArelenexMedical Tab10Town1 dayAF 10$15
    DecilageMedical Tab10Town6 daysAF 15$600
    DoselineMedical Tab10Town1 dayAF 80$50
    Fir-QuelineMedical Tab10Town1 dayAF 05$100
    HemofluxMedical Tab10Town1 dayAF 20$120
    HydravolMedical Tab10Town1 dayAF 25$20
    Interferon IVMedical Tab10Town1 dayAF 10$100
    JiroleneMedical Tab10Town1 dayAF 70$2
    KortelineMedical Tab10Town2 daysAF 20$250
    LuryadrenalineMedical Tab10Town1 dayAF 05$100
    Perserverine CompoundMedical Tab10Town1 dayAF 70$120
    Quedella PhiMedical Tab10Town1 dayAF 00$90
    RebellisMedical Tab10Town6 daysAF 20$650
    Regenex IIMedical Tab10Town2 daysAF 00$250
    StireneMedical Tab10Town1 dayAF 10$25
    TeledrineMedical Tab10City10 daysAF 20$1000
    Thagorex IIIMedical Tab10Town1 dayAF 15$10
    ToretheneMedical Tab10Town1 dayAF 10$150
    TriadrenalineMedical Tab10Town2 daysAF 80$200
    TyrelineMedical Tab10Town5 daysAF 100$500
    Verex CompaoundMedical Tab10Town1 dayAF 25$100
    VirleneMedical Tab10Town1 dayAF 30$50
    YuthixMedical Tab10City20 daysAF 100$2000
    GortelineRecreational Tab10Town2 daysAF 50$200
    MertinelRecreational Tab10Town1 dayAF 00$1
    MyrineRecreational Tab10Town1 dayAF 10$50
    SiradrelRecreational Tab10Town2 daysAF 20$200
    UrleneRecreational Tab10Town3 daysAF 80$300

    Infirmary Equipment

    ItemCategoryQuantityLocalProductionNotesCost
    Scanner BedInfirmary1City10 daysHuman Size$20000
    Surgical Dermal CloserInfirmary1City2 days$1200
    Surgical Tissue KnitterInfirmary1City2 days$1800
    Surgical RegenergunInfirmary1City3 days$2200
    Surgical Arterial SealerInfirmary1City3 days$2000
    Laser ScalpleInfirmary1City2 days$1600
    Medical Fuction BedInfirmary1City20 daysHuman Size$200000
    Medstasis BedInfirmary1City12 daysHuman Size$25000
    ProstheticsInfirmary1Cityvariesvariesvaries

    Armor / Shields

    ItemCategoryQuantityLocalProductionAT / NotesCost
    Environmental SuitArmor1Town1 day$750
    LBA Flak VestArmor1Town1 dayAT 5$80
    LBA Extended Flak VestArmor1Town1 dayAT 6$100
    LBA Reinforced Flak VestArmor1Town1 dayAT 7$150
    LBA Reinforced Flak ArmorArmor1Town1 dayAT 8$200
    ABS Pliable BreastplateArmor1Town2 daysAT 9$1000
    ABS Pliable Breastplate and GreavesArmor1Town2 daysAT 10$1300
    ABS Pliable Half PlateArmor1Town2 daysAT 11$1500
    ABS Pliable Full PlateArmor1Town2 daysAT 12$1700
    ABS Mesh ShirtArmor1Town2 daysAT 13$1500
    ABS Mesh Shirt and GreavesArmor1Town2 daysAT 14$1800
    ABS Full MeshArmor1City2 daysAT 15$2000
    ABS Battle MeshArmor1City3 daysAT 16S2200
    AEX Exoskeleton BreastplateArmor1City4 daysAT 17$3000
    AEX Exoskeleton Breastplate and GreavesArmor1City4 daysAT 18$3200
    AEX Half ExoskeletonArmor1City4 daysAT 19$3500
    AEX Fill Armored ExoskeletonArmor1City5 daysAT 20S4000
    Velocity ShieldShield1Town2 dayschestpack$2000
    Deflector ShieldShield1Town2 dayschestpack$2000
    Absorption ShieldShield1Town2 dayschestpack$2000
    Barrier ShieldShield1Town5 dayschestpack$15000
    Velocity ShieldShield1City8 daysbelt$8000
    Deflector ShieldShield1City8 daysbelt$8000
    Absorption ShieldShield1City8 daysbelt$8000
    Barrier ShieldShield1City30 daysbelt$60000
    Antipsi HelmetHelm1City5 days$5000 / MK#
    Riot ShieldShield1City2 days$2000
    Sentinel HelmetHelm1City1 day$400

    Survival

    ItemCategoryQuantityLocalProductionNotesCost
    Collapsible ShelterShelter1Town1 day$150
    Life Support SystemShelter1Town1 day$50
    Portable BedShelter1Town1 day$6
    Preasure TentShelter1Town1 day$90
    Tent Shelter1Town1 day$20
    Air PackSustanance1Town1 day$5
    Atmospheric CompressorSustanance1Town1 day$10
    CoolpackSustanance1Town1 day$5
    Filter MaskSustanance1Town1 day$5
    Filtered CompressorSustanance1Town1 day$15
    FoodpackSustanance1Town1 day$5
    GillpackSustanance1Town1 day$50
    Micro-ovenSustanance1Town1 day$30
    Ration TubeSustanance1Town1 day$2
    InstamealsSustanance1Town1 day$10
    Water AccumulatorSustanance1Town1 day$5
    Grav Belt ModulatorMisc Gear1Town1 day$50
    Grav BeltMisc Gear1City4 days$3500
    Grav-packMisc Gear1Town1 day$20
    GravchuteMisc Gear1Town1 day$25
    Heat Disspation GearMisc Gear1Town1 day$75
    Reflective CoverallsMisc Gear1Town1 day$170

    Power Cells

    ItemCategoryQuantityLocalProductionNotesCost
    Utility CellPower Cell1Town1 day$5
    Weapon CellPower Cell1Town1 day$8
    Flamer CellPower Cell1Town1 day$5
    Utility CartridgePower Cartridge1Town1 day$30
    Weapon CartridgePower Cartridge1Town1 day$50
    Flammer CartridgePower Cartridge1Town1 day$15
    Utility PackPower Pack1Town1 day$100
    Weapon PackPower Pack1Town1 day$200
    Flammer PackPower Pack1Town1 day$60
    Utility ReactorReactor Pack1Town2 days$1000
    Weapon ReactorReactor Pack1City2 days$1200

    Foods

    ItemCategoryQuantityLocalProductionCost
    Beef (Jerked)Preserved Foods1 lbAll1 day production$2
    Beef (Salted)Preserved Foods1 lbTown1 day production$2
    Beef (Smoked)Preserved Foods1 lbAll1 day production$2
    Breakfast CerealPre Packed Foods1 lbTown1 day production$3
    CandyPre Packed Foods1 lbTown1 day production$1
    Chewing GumPre Packed Foods4 ozTown1 day production$1
    Chocolate BarPre Packed Foods4 ozTown1 day production$1
    Cider (Fresh Apple)Beverages1 ptAll1 day production$2
    CocoaPre Packed Foods1 lbTown1 day production$2
    Coffee BeansPre Packed Foods1 lbTown1 day production$5
    Condensed MilkPre Packed Foods1 lbTown1 day production$3
    Cooking OilPre Packed Foods1 qtTown1 day production$2
    CrackersPre Packed Foods1 lbTown1 day production$1
    Evaporated MilkPre Packed Foods1 lbTown1 day production$2
    Fish (Canned)Pre Packed Foods0.5 lbAll1 day production$3
    Fish (Salted)Preserved Foods1 lbTown1 day production$2
    Flour (Corn Meal)Pre Packed Foods1lbAll1 day production$1
    Flour (Oat)Pre Packed Foods1 lbAll1 day production$1
    Flour (Rye)Pre Packed Foods5 lbsAll1 day production$3
    Flour (Wheat)Pre Packed Foods5 lbsAll1 day production$2
    Fruits (Canned)Pre Packed Foods1 lbTown1 day production$1
    Gelatin DessertPre Packed Foods1 lbTown1 day production$1
    Jams & JelliesPre Packed Foods1 lbTown1 day production$2
    LardPre Packed Foods1 lbAll1 day production$2
    MargarinePre Packed Foods1 lbTown1 day production$1
    Meat (Canned)Pre Packed Foods1 lbTown1 day production$2
    Milk (Artificial soy)Dairy Product1 qtTown1 day production$1
    Milk (Baby Formula)Dairy Product1 qtTown1 day production$3
    Olive OilPre Packed Foods1 qtTown1 day production$4
    Pancake MixPre Packed Foods1 lbTown1 day production$1
    PastaPre Packed Foods1 lbTown1 day production$1
    Pork (Salted)Preserved Foods1 lbTown1 day production$2
    Pork (Smoked)Preserved Foods1 lbAll1 day production$2
    Potato ChipsPre Packed Foods1 lbTown1 day production$2
    SacchraineHerbs, Spice & Flavorings8 ozTown1 day production$1
    Salmon (Smoked)Preserved Foods1 lbTown1 day production$2
    Soda PopBeverages0.5 ltAll1 day production$1
    SugarHerbs, Spice & Flavorings1 lbTown1 day production$1
    Syrup CornHerbs, Spice & Flavorings1 ptRural1 day production$1
    Syrup MapleHerbs, Spice & Flavorings1 ptRural1 day production$6
    Syrup MapleHerbs, Spice & Flavorings1 ptRural1 day production$3
    TeaPre Packed Foods1 lbTown1 day production$3
    ThymeHerbs, Spice & Flavorings4 ozAll1 day production$1
    Vegetables (Canned)Pre Packed Foods1 lbTown1 day production$1
    ArtichokesVegetables1 lbRural1 hr production$3
    Beens (Dried)Vegetables1 lbRural1 hr production$1
    Beens (Fresh)Vegetables1 lbRural1 hr production$1
    BeetsVegetables1 lbRural1 hr production$1
    BerriesFruit & Grains1 lbRural1 hr production$1
    Butter (Salted)Dairy Product1 lbRural1 hr production$1
    CabbageVegetables1 lbRural1 hr production$1
    CarrotsVegetables1 lbRural1 hr production$1
    CaulifloerVegetables1 lbRural1 hr production$1
    Cayenne PepperHerbs, Spice & Flavorings4 ozTown1 hr production$1
    CherriesFruit & Grains1 lbRural1 hr production$1
    CinnamonHerbs, Spice & Flavorings4 ozTown1 hr production$1
    Clams / CrabsFish1 lbTown1 hr production$4
    ClovesHerbs, Spice & Flavorings4 ozTown1 hr production$1
    DatesFruit & Grains1 lbRural1 hr production$1
    EggsDairy Product1 dozRural1 hr production$1
    FigsFruit & Grains1 lbRural1 hr production$3
    Fish (Freshwater)Fish1 lbRural1 hr production$2
    Fish (Saltwater)Fish1 lbTown1 hr production$5
    GarlicHerbs, Spice & Flavorings4 ozAll1 hr production$1
    GingerHerbs, Spice & Flavorings4 ozTown1 hr production$2
    GrapesFruit & Grains1 lbRural1 hr production$1
    HoneyHerbs, Spice & Flavorings1 lbAll1 hr production$4
    LemonsFruit & Grains1 lbRural1 hr production$1
    LentilsVegetables1 lbRural1 hr production$1
    LettusVegetables1 lbRural1 hr production$1
    LimesFruit & Grains1 lbRural1 hr production$1
    MelonFruit & Grains1 lbRural1 hr production$1
    MintHerbs, Spice & Flavorings4 ozAll1 hr production$1
    Mustard SeedHerbs, Spice & Flavorings4 ozAll1 hr production$1
    NutmegHerbs, Spice & Flavorings4 ozTown1 hr production$1
    NutsFruit & Grains1 lbRural1 hr production$5
    OlivesFruit & Grains1 lbRural1 hr production$3
    OnionsVegetables1 lbRural1 hr production$1
    OrangesFruit & Grains1 lbRural1 hr production$1
    ParsleyHerbs, Spice & Flavorings4 ozAll1 hr production$1
    ParsnipsVegetables1 lbRural1 hr production$1
    PearsFruit & Grains1 lbRural1 hr production$1
    Peas (Fresh)Vegetables1 lbRural1 hr production$1
    PepperHerbs, Spice & Flavorings4 ozTown1 hr production$1
    PineappleFruit & Grains1 lbRural1 hr production$1
    PlumsFruit & Grains1 lbRural1 hr production$1
    PotatoesVegetables1 lbRural1 hr production$1
    RadishesVegetables1 lbRural1 hr production$1
    RosemaryHerbs, Spice & Flavorings4 ozAll1 hr production$1
    SaffronHerbs, Spice & Flavorings4 ozTown1 hr production$6
    SageHerbs, Spice & Flavorings4 ozAll1 hr production$1
    SaltHerbs, Spice & Flavorings1 lbTown1 hr production$1
    ShrimpFish1 lbTown1 hr production$6
    StrawberriesFruit & Grains1 lbRural1 hr production$2
    TurnipsVegetables1 lbAll1 hr production$1
    ApplesFruit & Grains1 lbRural1 hr production$1
    Cheese (Average Quality)Dairy Product1 lbRural1 wk production$2
    VinegarPre Packed Foods1 qtAll1 wk production$1
    Wine (Champange)Beverages1 ltAll1 yr+ production$15
    Wine (Fine)Beverages1 ltCity1 yr+ production$35
    Ice Cream SodaPre Packed Foods8 ozTown15 mins production$1
    Ice Cream SundaePre Packed Foods8 ozTown15 mins production$2
    BrandyBeverages1 ltTown2 days production$35
    Cheese (Low Quality)Dairy Product1 lbRural2 days production$2
    Fish (Dried)Preserved Foods1 lbTown2 days production$3
    WhiskeyBeverages1 ltAll2 days production$12
    Beef - Other CutFresh Meat1 lbRural2 hrs production$1
    Beef - RoastFresh Meat1 lbRural2 hrs production$2
    Beef - StakeFresh Meat1 lbRural2 hrs production$2
    Beef - VealFresh Meat1 lbRural2 hrs production$2
    Bread (Rye)Fresh Bread1 lbAll2 hrs production$1
    Bread (Wheat)Fresh Bread1 lbAll2 hrs production$1
    Bread (white)Fresh Bread1 lbAll2 hrs production$1
    ChickenFresh Meat5 lbsRural2 hrs production$1
    CookiesFresh Bread1 dozAll2 hrs production$1
    DoughnutsFresh Bread1 dozAll2 hrs production$1
    DuckFresh Meat5 lbsRural2 hrs production$6
    GooseFresh Meat10 lbsRural2 hrs production$10
    PastriesFresh Bread1 dozAll2 hrs production$2
    PieFresh Bread1 lbAll2 hrs production$3
    Pork - BaconFresh Meat1 lbRural2 hrs production$2
    Pork - HamFresh Meat1 lbRural2 hrs production$2
    Pork - LoinFresh Meat1 lbRural2 hrs production$2
    Pork - Other CutFresh Meat1 lbRural2 hrs production$1
    TurkeyFresh Meat15 lbsRural2 hrs production$15
    Cheese (Fine Quality)Dairy Product1 lbRural2 wks production$4
    Wine (Excellent)Beverages1 ltCity2 yr+ production$100
    Milk (Cow)Dairy Product1 galRural20 mins production$2
    Milk (Goat)Dairy Product1 qtRural20 mins production$1
    BeerBeverages40 ozAll2-4 wks production$1
    BitterBeverages40 ozAll2-4 wks production$4
    Small BeerBeverages40 ozAll2-4 wks production$3
    StoutBeverages40 ozAll2-4 wks production$4
    AleBeverages40 ozAll2-4 wks production$4
    Butter (Unsalted)Dairy Product1 lbRural30 mins production$1
    Wine (Avearge)Beverages1 ltTown3-6 months production$10
    Double BeerBeverages40 ozAll3-6 wks production$5
    Cider (Fermented Apple)Beverages1 ptTown4-6 wks production$4
    Wine (Poor)Beverages1 ltTown4-6 wks production$1
    CreamDairy Product1 ptRural1 day production$1

    Survival

    ItemCategoryQuantityLocalProductionNotesCost
    Backpack, small nylonOutdoor Survival1lb, 1cu ftAll1 day$12
    Backpack, medium nylonOutdoor Survival1.5lb, 2cu ftAll1 day$20
    Backpack, Large NylonOutdoor Survival3lb, 3.5 cu ftAll1 day$30
    Backpack, small canvasOutdoor Survival0.75lb, 1 cu ftAll1 day$30
    Backpack, medium canvasOutdoor Survival1lb, 2 cu ftAll1 day$40
    Backpack, large canvasOutdoor Survival2 lb, 4 cu ftAll1 day$50
    Backpack, aluminium frameOutdoor Survival4lb, 4 cu ftAll1 day$45
    CompassOutdoor Survival1 lbAll1 day$3
    Mess kit, aluminiumOutdoor Survival1 lbTown1 day$20
    Matches (box of 300)Outdoor Survival0.25 lbAll1 day$1
    Shovel, foldingOutdoor Survival2.5 - 3 lbTown1 day$20
    Pick, foldingOutdoor Survival2 - 2.5 lbTown1 day$20
    Tent, 2-man canvasOutdoor Survival45 lb, 5'x6'x4'Town1 day$76
    Tent, 4-man canvasOutdoor Survival60 lb, 8'x10'x5'All1 day$220
    Tent, 8-man canvasOutdoor Survival90lb, 14'x17'x6'All1 day$350
    Mosquito nettingOutdoor Survival4lb, 12'x12'All1 day$25
    Sheepherder's stoveOutdoor Survival25 lb, 10"x8"x20"Town1 day$116
    Camp stoveOutdoor Survival7lbTown1 day$35
    Spit, portableOutdoor Survival15 lbTown1 day$22
    Fishhook & lineOutdoor Survival30'Town1 day$1
    Fishing rod & reelOutdoor Survival1.5 - 2.5 lbAll1 day$12
    Fishing net, smallOutdoor Survival3 - 5 lb, 6'x6'Town1 day$13
    Fishing net, largeOutdoor Survival10 lb, 12'x12'All1 day$15
    Fish trapOutdoor Survival1lbAll1 day$10
    Animal trap, steelOutdoor Survival1 - 5 lbAll1 day$8
    Blanket, lightOutdoor Survival2.5 lbTown1 day$8
    Blanket, heavyOutdoor Survival6lbAll1 day$23
    Sleeping bag, lightweightOutdoor Survival8 lbAll1 day$20
    Sleeping bag, arctic weightOutdoor Survival20 lbTown1 day$90
    Hammock, clothOutdoor Survival2 lb, 4'x8'Town1 day$35
    Folding cot, cloth & aluminiumOutdoor Survival15 lb, 3'x6'All1 day$100
    Camp stool Outdoor Survival4l lbTown1 day$13
    Camp chairOutdoor Survival6 lbTown1 day$40
    Canteen, aluminium (full)Outdoor Survival2 lbx 1 ptTown1 day$6
    Canteen, aluminium (full)Outdoor Survival5 lb, 1 qtTown1 day$7
    Canteen, aluminium (full)Outdoor Survival5 lb, 2 qtTown1 day$9
    Waterskin, nylon (full)Outdoor Survival8 lb, 1 galAll1 day$23
    Waterskin, nylon (full)Outdoor Survival50 lb, 5 galAll1 day$40
    Flashlight, 2-cellOutdoor Survival1.5 lbTown1 day$3
    Flashlight, 4-cellOutdoor Survival1.75 lbTown1 day$12
    Pocket knifeOutdoor SurvivalTown1 dayTwo of more blades$12
    LanternOutdoor Survival2 lbTown1 dayRequires Oil$30
    LampOutdoor Survival1 lbTown1 dayRequires Oil$36
    Lamp oilOutdoor SurvivalTown1 day$2
    Candle, waxOutdoor SurvivalTown1 dayLasts 6 Hours$1

    Containers

    ItemCategoryQuantityLocalProductionNotesCost
    BarrelContainers10 lb / 12 galAll1.5 days$35
    BarrelContainers30 lb / 25 galAll2 days$45
    BarrelContainers50 lb / 50 galAll3 days$70
    BarrelContainers125 lb / 100 galAll3 days$10
    Jar, glassContainers1 ptTown6 hours$1
    Jar, glassContainers0.5 lb / 1 qtTown6 hours$1
    Bucket, aluminiumContainers0.5 lb / 1 galAll1 day$3
    Bucket, aluminiumContainers1 / 5 galAll1 day$5
    Bucket, plasticContainers0.5 lb / 1 galAll1 day$2
    Bucket, plasticContainers1 lb / 5 galAll1 day$3
    TrunkContainers35 lb / 2'x2'x3'Town1 day$37
    Suitcase, smallContainers1 - 7 lbTown1 day$14
    Suitcase, mediumContainers3 - 8 lbTown1 day$26
    Suitcase, LargeContainers5 - 10 lbTown1 day$39
    Garment bagContainers1 - 5 lbTown1 day$25
    Flight bagContainers2 - 3 lbTown1 day$10
    Makeup caseContainers4 - 6 lbTown1 day$12

    Travel

    ItemCategoryQuantityLocalProductionNotesCost
    GasolineFuel1 galCity$1 - $2
    Antique Boeing 707Aircraft88 tonCityMuseum Display$300000
    Barber / hairstylistServiceTown0.5 hours$12
    Boat (10')Marine Vessel500 lb / 4 peopleTown14 daysIncludes up to 1,000 lb cargo$1250
    Longboat (30')Marine Vessel2000 lb / 16 peopleTown30 daysIncludes up to 7,000 lb cargo$12500
    Paddle 6 lb / 4.5'All1 day$15
    Antique 1980s luxury carAutomobile2 - 2.5 tons / 5 passengerTown1 dayMuseum Display$15000
    Canoe, aluminiumRiver Vessel130 lb / 2 peopleAll1 day$175
    HelicopterHelicopter200 lb / 3 peopleCityMuseum Display$19500
    Antique Boeing 747Aircraft190 tonCityMuseum Display$500000
    Oar18 lb / 8'All1 day$20
    Antique 1990s mid-sized carAutomobile2 - 2.5 tons / 4 passengerTown1 dayMuseum Display$25000
    Meal, high-class restaurantFood1.5 lbAll1 hour$25
    Lodgings, poorLodgingAllMotel, per night$25
    Antique 1970s economy carAutomobileTown1 dayMuseum Display$20000
    Lodgings, high-classLodgingTownHotel suite, per night$250
    Antique Piper CubAircraft1062 lbCityMuseum Display$25000
    HowdahTransportation200 lb / 3 peopleTown4 days$26500
    Star Jump FuelFuel1 Ly JumpCity1 day per$30 - $50
    Learjet 36Aircraft5.5 tonCityMuseum Display$1 million
    Lodgings, goodLodgingTownApartment, per month$350
    Meal, fast foodFood0.5 lbAll0.5 hour$4
    1990s luxury carAutomobile2 - 2.5 tons / 5 passengerTown1 dayMuseum Display$40000
    LaundryServiceTown2 - 5 hours$5
    Boat (20')Marine Vessel1000 lb / 8 peopleTown28 daysIncludes up to 4,000 lb cargo$5750
    Lodgings, averageLodgingAllHotel, per night$75
    Legal servicesServiceTown1 hourCost is per hour$75
    Doctor, office visitServiceTownCost is per visit$75
    DentistServiceTownCost is per visit$75
    Meal, "family" restaurantFood1 lbAll0.75 hour$8
    Antique 1980s mid-sized carAutomobile1.5 - 2 tons / 4 passengerTown1 dayMuseum Display$80000

    Tools

    ItemCategoryQuantityLocalProductionNotesCost
    Band sawMachines200 lbTown7 DayRequires 1 utillity cell$250
    Barbed wire - galvanizedTools45 lb 150 ydTown1 day$7
    Barbed wire-planeTools35 lb 150 ydTown1 day$5
    Belt sanderMachines215 lbTown12 DayRequires 1 utillity cell$300
    Bench grinderMachines25 lbTown11 DayRequires 1 utillity cell$25
    Block & tackleTools35 lbTown1 day$125
    Bolt cuttersTools6 - 10 lbTown1 day$17
    BrushTools0.5 lbTown1 day$1
    Carpenter's levelTools1.5 lbTown1 day$12
    Carpenter's square Tools2 lbTown1 day$12
    Chain sawMachines10 - 45 lbTown1 DayRequires 1 utillity cell$145
    Chane, per footTools2.5 lbTown1 day$1
    Chisel, coldTools0.5 lbTown1 day$3
    Chisel, masonry / stoneTools1 lbTown1 day$4
    Chisel, woodTools0.75 lbTown1 day$2
    Crowbar, heavyTools5 lbTown1 day$16
    Crowbar, standardTools3 lbTown1 day$12
    Drill bits, steelToolsTown1 day$1
    Drill pressMachines150 lbTown10 DayRequires 2 utillity cells$185
    Electric drillMachines1.5 - 2.5lbTown2 DayRequires 1 utillity cell$15
    ElectromagnetTools5 lbTown1 dayRequires 1 utillity cell$17
    Folding worktableTools30 lb 2'x2.5'Town1 day$75
    Grappling hoodTools5 lbTown1 day$48
    HacksawTools1 lbTown1 day$13
    Hacksaw BladesTools0.25 lbTown1 day$1
    Hammer, carpenter's Tools2 lb1 day$8
    HatchetTools2.5 lbTown1 day$9
    Heavy chain, per footTools5 lbTown1 day$1
    HoeTools3.5 lbTown1 day$12
    Iron wedgeTools4 lbTown1 day$5
    JigsawMachines2.5Town4 DayRequires 1 utillity cell$15
    Key-cutterMachines25 - 30 lbTown13 DayRequires 1 utillity cell$355
    Ladder (12 ft, wooden)Tools35 lbTown1 day$35
    Ladder , extensionTools35 lb 12' - 24'All1 day$155
    Ladder aluminiumTools25 lb 12'All1 day$58
    LatheMachines80 - 100 lbTown14 DayRequires 1 utillity cell$250
    Lathe, pattern-cuttingMachines825 lbTown15 DayRequires 1 utillity cell$3000
    Measuring tape (100 feet)Tools2.5 lbTown1 day$3
    Mechanic's 1200 pc. tool setTools400 lbTown1 daySpanners, Screwdrivers, etc.$6200
    Mechanic's 300 pc. Tool setTools30 lbTown1 daySpanners, Screwdrivers, etc.$600
    Mechanic's 700 pc. Tool setTools125 lbTown1 daySpanners, Screwdrivers, etc.$800
    Mechanic's rolling chestTools135 lbTown1 day$625
    Metal file, largeTools2.5 lbTown1 day$7
    Metal file, mediumTools1.5 lbTown1 day$5
    Metal file, smallTools1 lbTown1 day$4
    Mitre box w/sawTools10.5 lbTown1 day$37
    NailsTools10 lbTown1 hour$13
    PaintTools1 galTown1 day$5
    Pick axeTools12 lbTown1 day$13
    PitchforkTools7 lbTown1 day$25
    Pliers, largeTools2 lbTown1 day$4
    Pliers, smallTools1 lbTown1 day$2
    Pulley, large *5:1)Tools7 lbTown1 day$35
    Pulley, small (2:1)Tools5 lbTown1 day$25
    Pump, airTools4 lbTown1 day$3
    Rake, metalTools4 lbTown1 day$12
    RipsawMachines4.5 lbTown3 DayRequires 1 utillity cell$50
    Rope, hawser (per 1')Tools30 lbTown1 day$2
    Rope, heavy (per 1')Tools15 lbTown1 day$1
    Rope, light (per 1')Tools6 lbTown1 day$1
    Rope, standard (per 1')Tools8 lbTown1 day$1
    RouterMachines4 - 5 lbTown6 DayRequires 1 utillity cell$45
    Sabre sawMachines3.5 lbTown9 DayRequires 1 utillity cell$75
    Screw driverTools0.5 lbTown1 day$1
    ScrewsTools5 lbTown1 day$41
    Search lightTools175 lbTown1 day$365
    Searchlight, portableTools5 - 10 lbTown1 day$75
    Sewing machineMachines45 lbTown16 DayRequires 1 utillity cell$175
    ShovelTools4.5 lbTown1 day$12
    Soldering ironMachines1 - 2 lbTown5 Day$30
    Swivel vise, largeTools10 lbTown1 dayRequires 1 utillity cell$35
    Swivel vise, smallTools8 lbTown1 day$15
    Table sawMachines500 lbTown8 DayRequires 1 utillity cell$500
    Tool box, large mentalTools25 - 35 lbTown1 day$40
    Tool box, small metal Tools10 lb Town1 day$30
    Vise gripsTools0.5 - 1 lbTown1 day$3
    Wedge (splitting) - IronTools2.5 lbTown1 day$15
    Wheelbarrow, aluminium / steelTools25 lbTown1 day$50
    Wire, copper (per 100')Tools0.5 lbTown1 hour$3
    Wood axeTools5 lbTown1 day$25
    Wood file, largeTools2.5 lbTown1 day$7
    Wood file, mediumTools1.5 lbTown1 day$5
    Wood file, smallTools1 lbTown1 day$3
    Wood glueTools1 ptTown1 day$3
    Bonding TapeTools30 metersTown1 day$5
    Wood sawTools3 lbTown1 day$14

    Animals

    ItemCategoryQuantityLocalProductionNotesCost
    ChickenAnimals$1
    Horse, lightAnimals200 lb load100 ft/rnd $100
    PigAnimals$100
    Sheep, course woolAnimals$125
    Sheep, fine woolAnimals$125
    Saddle bags, smallTack & Harness2.5 lbTown1 day$125
    Saddle bags, mediumTack & Harness3.5 lbTown1 day$135
    Saddle bags, largeTack & Harness5 lbTown1 day$145
    DonkeyAnimals300 lb load90 ft/rnd $1750
    Saddle blanketTack & Harness1 lbAll1 day$18
    Duck Animals$2
    Horseshoe, commonTack & HarnessAll1 hour$2
    Horse, mediumAnimals300 lb load110 ft/rnd $200
    Riding cropTack & Harness0.5 lbTown1 day$25
    MuleAnimals400 lb load100 ft/rnd $250
    CowAnimals400 lb load50 ft/rnd $250
    CalfAnimals45 ft/rnd $250
    GoodeAnimals$3
    Horse, heavyAnimals400 lb load80 ft/rnd $300
    Camel, ridingAnimals330 lb load75 ft/rnd $350
    BullAnimals600 lb load60 ft/rnd $350
    OxAnimals700 lb load60 ft/rnd $350
    PonyAnimals200 lb load70 ft/rnd $375
    GoatAnimals$40
    Came, draftAnimals350 lb load60 ft/rnd $400
    English riding saddleTack & Harness10 lbAll7 days$450
    Suckling pigAnimals$50
    Western saddleTack & Harness30 lbAll10 days$500
    ElephantAnimals1000 lb load120 ft/rnd $50000
    Bit & bridleTack & Harness2 lbAll2 days$75
    Camel, racingAnimals200 lb load90 ft/rnd $7500
    Pack saddleTack & Harness7 lbTown1 day$79
    Lamb, course woolAnimals$90
    Lamb, fine woolAnimals$90

    Stationary

    ItemCategoryQuantityLocalProductionNotesCost
    Antique Book, scholarlyBooks & Business4 - 10 lbAll2 - 3 daysBasic College Textbook$37
    Antique Book, encyclopediaBooks & Business15 - 35 lbTown3 daysBasic Reference$135
    Book, regligiousBooks & Business3 - 5 lbAll2 - 3 daysElectronic Holy Scripture$2
    Book, fiction (paperback)Books & Business0.5 lbAll2 - 3 daysElectronic$3 - $10
    Book, comic bookBooks & BusinessAll1 monthElectronic$1 - $2
    MagazineBooks & Business0.5 lbAll1 weekElectronic$4
    Gentemen's magaize Books & Business0.5 lbAll1 weekElectronic$3
    Attache caseBooks & Business5 - 10 lbTown1 day$135
    Cash registerBooks & Business45 lbTown1 dayElectronic$235
    Chalk, 10 piecesBooks & BusinessAll1 day$1
    Lead pencil (10)Books & Business0.25 lbAll1 day$1
    EraserBooks & Business0.25 lbAll1 day$1
    NewspaperBooks & Business0.5 lbAll1 dayElectronic Monthly Subscription$1 - $2
    Paint, watercolorsBooks & BusinessAll1 day$2
    Paper (100 sheets)Books & BusinessAll1 dayWhite$1
    Parchment (100 sheets)Books & BusinessTown1 day$4
    Portable Protection caseBooks & Business1 lbTown1 dayProtective cover / case$10
    Fountain pensBooks & BusinessTown1 dayBlue, Black, Red Inks$5
    Ball-point pensBooks & BusinessTown1 dayBlue, Black, Red Inks$1
    Admin Computer - officeBooks & Business25 lbCity1 dayMk #3 - Basic Admin.$125
    Printer inksBooks & Business2ozCity1 day1 Ink Cartrage (color).$4
    Writing tabletBooks & Business1 lbTown1 dayElectronic Notepad$2
    Blackboard / WhiteboardBooks & Business150 lbTown1 dayElectronic large display$350

    Science

    ItemCategoryQuantityLocalProductionNotesCost
    ThermometerScienceTown11 day$1
    Test-tube, glasScience4 ozTown13 day$1
    Beaker, glassScience1 ptTown14 day$1
    Adhesive tape (100 yd roll)Medicine0.25 lbAll1 day$1
    Dental drillMedicine150 lbTown1 day"painless"$1200
    AnemometerScience25 lbTown1 dayMeasures wind speed$125
    Medical book - modernMedicine10 - 15 lbCity3 - 6 weeks$125
    Rabies-vaccineMedicine10 dosesCity1 day$125
    Microscope, electronicScience75 lbTown5 day$1450
    suturing needle, curvedMedicineTown1 day$15
    BarometerScience2 lbTown2 dayMeasures air pressure$150
    Pum, vacummScience7 lbTown7 day$175
    TelescopeScience10 - 15 lbTown9 day$175
    OphthalmoscopeMedicine0.5 lbCity1 day$175
    CrutchesMedicine2 - 4 lbAll1 day$18
    Bandages, gauze (30')Medicine1 lbAll1 day$2
    Band-Aid (box of 50)Medicine0.25 lbAll1 day$2
    Telescope, reflectingScience15 - 20 lbTown10 day$225
    Syringe, disposable (100)Medicine1 lbTown1 day$23
    OscilloscopeScience25 lbTown6 day$235
    MicroscopeScience10 lbTown4 day$25
    Beaker, glassScience1 qtTown15 day$3
    Petri dishScience4 - 8 ozTown16 day$3
    AspirinMedicine50 tabletsTown1 day$3
    ThermometerMedicineTown1 day$3
    Silk thread (50 yds)MedicineAll1 day$3
    Tongue depressor, woodenMedicine1 lbTown1 day100 count box$3
    Calculator, scientificScience0.5 lbTown8 day$30
    StethoscopeMedicine0.5 - 1 lbTown1 day$32
    TetracyclineMedicineTown1 day$35
    PenicillinMedicineTown1 day$35
    Diphtheria-vaccineMedicineCity2 days$35
    Laughing gasMedicine2 ptCity1 day$35
    Pulse watchMedicine0.25 lbTown1 week$35
    Surgical scissors, steelMedicine0.5 lbTown1 day$35
    Fluoride toothpasteMedicine4 ozTown1 dayIn a tube$4
    Knife, surgicalMedicineTown1 day$45
    Sleeping pillsMedicineTown1 day$47
    Wire, steel (50')MedicineTown1 day$5
    Thermometer, electronicScience0.5 lbTown12 day$50
    Synthetic quinineMedicineAll1 day$50
    Forceps, small steelMedicine1 lbTown1 day$55
    QuinineMedicineTown1 day$55
    Flat prove, steelMedicine0.5 lbTown1 day$67
    Bunsen burnerScience5 lbTown3 day$75
    EyeglassesMedicine0.5 lbTown1 - 4 days$75
    Tuberculin testMedicineCity1 day$75
    Prosthetic limbMedicine3 - 7 lbCity3 - 6 weeks$750
    Nitro-glycerineMedicineTown1 dayHeart remedy$90
    Forceps, large steelMedicine1.5 lbTown1 day$99

    Muscial

    ItemCategoryQuantityLocalProductionNotesCost
    AccordionMusical Instruments8 - 10 lbTown1 day$250
    AutoharpMusical Instruments5 - 10 lbTown2 day$75
    BagpipesMusical Instruments7 lbTown15 days$300
    BanjoMusical Instruments18 lbTown2 day$135
    Bell, churchMusical Instruments100 lbTown13 - 24 days$1500
    Bells - orchestraMusical Instruments20 lbTown1 day$250
    CastanetsMusical InstrumentsTown1 day$3
    CelloMusical Instruments20 lbTown11 days$350
    ChimesMusical Instruments1 - 5 lbTown2 day$185
    ClarinetMusical Instruments16 - 25 ozTown1 day$175
    ConcertinaMusical Instruments5 - 7 lbTown1 day$45
    CymbalsMusical Instruments2 lbTown1 day$35
    Double bassMusical Instruments35 lbTown10 days$700
    Drum set (8-piece)Musical Instruments150 lbTown1 day$400
    Electric OrganMusical Instruments400 lb +Town1 day$1900
    Electronic keyboardMusical Instruments3 - 25 lbTown1 day$100
    FlugelhornMusical Instruments3 - 5 lbTown1 day$500
    FluteMusical Instruments1.5 lbTown1 day$175
    Guitar - electricMusical Instruments8 - 12 lbTown1 day$200
    Guitar Musical Instruments5 - 15 lbTown5 days$50
    HarmonicaMusical Instruments0.5 lbTown1 day$2 - $45
    Harp, largeMusical Instruments25 - 35 lbTown 30 - 30 days$500
    Jew's harpMusical Instruments0.5 lbTown1 day$2
    Piano (grand)Musical Instruments1500 lbTown20 - 30 days$3750
    Piano (spinet)Musical Instruments600 lbTown20 - 30 days$900
    Pipe organMusical Instruments1500 lbCity2 - 3 months$50000
    RattleMusical Instruments0.5 lbTown1 day$8
    RecorderMusical Instruments0.5 lbTown1 day$3
    TambourineMusical Instruments2 lbTown1 day$14
    TriangleMusical Instruments1 obTown1 day$4
    TromboneMusical Instruments8 - 15 lbTown1 day$250
    TrumpetMusical Instruments3 - 4 lbTown1 day$300
    ViolaMusical Instruments6 - 10 lbTown10 days$350
    ViolinMusical Instruments2 - 4 lbTown10 days$100
    Xylophone, metalMusical Instruments35 lbTown1 day$175
    Xylophone, woodenMusical Instruments25 lbTown1 day$150
    Printed music (sheet)Musical InstrumentsTown1 day$3
    MetronomeMusical Instruments2 lbTown1 day$25

    Household

    ItemCategoryQuantityLocalProductionNotesCost
    Alarm clock, wind-upHousehold0.5 - 1.5 lbTown1 day$5 - $13
    Aluminium / Copper pansCooking & EatingVaries / variesTown1 Day$15
    Aluminium foilCooking & Eating0.5 lb / 50 sq ydTown45 Day$3
    Aluminium measure setCooking & EatingTown1 Day$3
    Baking panCooking & Eating2 lb / 13"x9"Town1 Day$7
    Baking panCooking & Eating1/5 lb / 8"x8"Town1 Day$5
    Barbecue grillsCooking & Eating10 - 12 lbTown1 Day$50
    Bed, brassHousehold120 lb / 8'x8'Town1 day$250
    Bed, woodHousehold30 lb / 3'x6'Town1 day$75
    Billiard cuesHousehold1.5 lb / 5'Town1 day$12
    Billiard tableHousehold350 lb / 4'x8'Town1 day$900
    Bird cage, brassHousehold2 - 3 lbTown1 day$20
    Blanket, electricHousehold3.5 lbAll1 day$35
    Blanket, heavyHousehold6 lbAll1 day$12
    Blanket, lightHousehold2.5 lbAll1 day$11
    Book standHousehold12 lbTown1 day$15
    BookcaseHousehold145 lbTown1 day$25 - $250
    Bowl, chinaCooking & Eating3 lb / 1qtTown22 Day$25
    Bowl, large potteryCooking & Eating1/5 lb / 1 qtTown21 Day$25
    Bowl, large silver-plateCooking & Eating2 lb / 1 qtTown20 Day$25
    Bowl, small chinaCooking & Eating1 lb / 1 ptTown19 Day$5 - $25
    Bowl, small potteryCooking & Eating1 lb / 1 ptTown18 Day$3 - $15
    Bowl, small silver plateCooking & Eating1 lb / 1 ptTown17 Day$15
    Box spring, full sizeHousehold45 lbAll1 day$150
    Bread loaf panCooking & Eating1.5 lb / 10"x6"Town1 Day$2 - $5
    Bread make (electric)Cooking & Eating20 lbTown1 Day$180
    Bunk bedHousehold60 lb / 3'x6'x5'Town1 day$250
    Cahir, plain woodenHousehold10 lbTown1 day$25 - $175
    Candelabra, brassHousehold3.5 lbTown1 day$20
    Candelabra, silver-platedHousehold4 lbTown1 day$22
    Candle, waxHousehold4 hourTown1 day$1
    Carpet, courseHousehold25 - 30 lb / 5'x10'Town1 day$50
    Carpet, exotic,Household25 - 30 lb / 5'x10'Town1 - 6 month$500
    Carpet, fineHousehold25 - 30 lb / 5'x10'Town1 day$175
    Carpet, sweeperHousehold6 lbTown1 day$35
    Ceiling fanHousehold20 lbTown1 day$65
    Chair, living roomHousehold45 - 75 lbTown1 day$150 - $750
    Chair, office swivelHousehold20 -25 lbTown1 day$150
    Chandelier, brass / glassHousehold35 - 50 lbTown1 day$65 - $200
    ClockHousehold25 - 50 lbTown1 day$2 - $525
    Clock radioHousehold1 - 3 lbTown1 day$12 - $25
    ClothespinsHousehold1 grossTown1 day$2
    Coffee potCooking & Eating2 lbTown1 Day$6
    Coffee pot (electric)Cooking & Eating2 lbTown1 Day$15 - $150
    Covered canning potCooking & Eating5 lb / 9"Town1 Day$12
    Curtains, coarseHousehold20 lbTown1 day$10
    Curtains, exoticHouseholdvariesTown1 day$50
    Curtains, fineHousehold10 lbTown1 day$15
    Curtains, ornateHousehold20 lbTown1 day$25
    DeskHousehold125 lbTown1 day$150
    DresserHousehold100 lbTown1 day$250
    DryerHousehold175 lbTown1 day$175
    Electric BlenderCooking & Eating3 - 5 lb / 1 qtTown1 Day$25
    Electric cook stoveHousehold300 lbTown1 day$2500
    Electric ironHousehold2 - 3 lbTown1 day$20
    Electric mixerCooking & Eating8 - 15 lb / 2 qtTown1 Day$25 - $250
    Electric steam ironHousehold3 lbTown1 day$25
    Food processor / juicerCooking & Eating20 lb Town1 Day$150
    Fork, silverCooking & Eating0.25 lbTown15 Day$12 - $25
    Fork, silver-plateCooking & Eating0.25 lbTown14 Day$4 - $12
    Fork, stainless steelCooking & Eating0.25 lbTown16 Day$1
    Gas cook stoveHousehold350 lbTown1 day$250
    Goblet, Crystal (set of 4)Cooking & Eating1 ptTown40 Day$12 - $25
    Goblet, glass (set of 4)Cooking & Eating1 ptTown39 Day$4 - $10
    Grater, steelCooking & Eating1 lbTown1 Day$3
    inner-spring mattressHousehold65 lb / variesTown1 day$150
    Iron griddleCooking & Eating7 lb / 12" - 14"Town1 Day$12
    Iron muffin panCooking & Eating5 lbTown1 Day$5
    Iron pan, largeCooking & Eating5 lb Town1 DayMade from copper adds 50% to cost$13
    iron pan, smallCooking & Eating2 lbTown1 DayMade from copper adds 50% to cost$12
    Iron potCooking & Eating3.5 lb / 1 ptTown1 DayMade from copper adds 50% to cost$22
    Iron potCooking & Eating4/5 lb / 1 qtTown1 DayMade from copper adds 50% to cost$30
    Iron skilletCooking & EatingVaries / 7" - 10"Town1 Day$8
    Ironing board,Household18 - 20 lbTown1 day$4 - $10
    Knife, silver-plateCooking & Eating0.25 lbTown11 Day$4 - $14
    Knife, silver-plateCooking & Eating0.25 lbTown12 Day$12 - $25
    Knife, stainless steelCooking & Eating0.25 lbTown13 Day$1 - $5
    Ladle, silverCooking & Eating0.5 lbTown6 Day$20
    Ladle, stainless steelCooking & Eating0.5 lbTown5 Day$3
    Lamps, electricHousehold6 - 15 lbTown1 day$15 - $150
    Lemon squeezer, glassCooking & Eating1 lbTown1 Day$2
    Lunch boxCooking & Eating1.5 lb / 9"x4"Town2 Day$3 - $8
    Mangle iron (Industrial)Household250 lbTown1 day$400
    Melamine (plastic) dinnerwareCooking & Eating32 piecesTown41 Day$15
    Mixing bowl, stainless steelCooking & EatingVaries / variesTown1 DaySet of 4$15
    Mug, chinaCooking & Eating1 ptTown38 Day$15
    Mug, potteryCooking & Eating1 ptTown37 Day$1
    Mug, silver-plateCooking & Eating1 ptTown36 Day$10
    Painting (framed)Household25 - 35 lb / variesTown1 - 3 month$25
    Pastry boardsCooking & Eating4 - 6 lbTown1 Day$6
    Pepper millCooking & Eating1 lbTown43 Day$3 - $13
    Pie tinCooking & Eating1 lb / 9"Town1 Day$3
    Pitcher, chinaCooking & Eating3 lb / 2 qtTown27 Day$25
    Pitcher, earthenwareCooking & Eating2 lb / 2 qtTown25 Day$35
    Pitcher, glassCooking & Eating2 lb / 2 qtTown23 Day$5 - $10
    Pitcher, silverCooking & Eating3 lb / 2 qtTown26 Day$50
    Pitcher, silver-plateCooking & Eating3 lb / 2 qtTown24 Day$10
    Platter, large chinaCooking & Eating1.5 lbTown30 Day$35
    Platter, large silverCooking & Eating1.5 lbTown32 Day$150
    Platter, large silver-plateCooking & Eating2 lbTown31 Day$40
    Platter, small chinaCooking & Eating1 lbTown28 Day$20
    Platter, small silver-plateCooking & Eating1 lbTown29 Day$25
    Potato MasherCooking & Eating0.05 lbTown1 Day$2
    Pressure cookerCooking & Eating10 lbTown1 Day$35
    RoasterCooking & Eating11 lb / 13"x18"Town3 Day$10
    Rolltop deskHousehold230 lbTown1 day$250
    Salt shakerCooking & Eating0.5 lbTown42 Day$1 - $40
    Serving dishes, chinaCooking & EatingvariousTown35 Day$20
    Serving dishes, silverCooking & EatingvariousTown33 Day$25 - $75
    Serving dishes, silver-plateCooking & EatingvariousTown34 Day$20 - $35
    Sheets, linenHousehold1.5 lbTown1 day$6
    Sheets, muslinHousehold2 lbTown1 day$5
    Sheets, percaleHousehold1.75 lbTown1 day$6
    Soap, deodorantHousehold0.5 lbTown1 day$1
    Soap, perfumedHousehold0.5 lbTown1 day$2
    SofaHousehold155 lbTown1 day$250
    Sofa, hide-a-bedHousehold350 lbTown1 day$650
    Spoon, silver plateCooking & Eating0.25 lbTown8 Day$3 - $6
    Spoon, silver plateCooking & Eating0.25 lbTown9 Day$12 - $20
    Spoon, stainless steelCooking & Eating0.25 lbTown10 Day$1 - $4
    Spoon, wooden, Cooking & Eating0.25 lbTown7 Day$3
    Stainless steel pan Cooking & EatingVaries / variesTown1 Day$15
    Table, brass w/glass topHousehold35 lb / variesTown1 day$75
    Table, large woodenHousehold60 lb / 4'x12'Town1 day$200
    Table, medium woodenHousehold40 lb / 4'x8'Town1 day$150
    Table, small woodenHousehold30 lb / 3'x3'Town1 day$50
    Tea kettleCooking & Eating1.5 lbTown1 Day$35
    Tempered glass pansCooking & EatingVaries / variesTown1 Day$4 - $15
    Throw pillow, fineHousehold1 lbTown1 day$5
    Throw pillow, plainHousehold1 lbTown1 day$4
    Vacuum cleanerHousehold25 lbTown1 day$60 - $3500
    Vanity / mirrorHousehold15 lbTown1 day$150
    Waffle iron (electric)Cooking & Eating6 lb / 8"- 9"Town4 Day$35
    Washing MachineHousehold135 lbTown1 day$250
    Waxed paper, 1 rollCooking & Eating0.5 lb / 50 sq ydTown44 Day$1
    Wicker chairHousehold20 lbTown1 day$75
    Wicker couchHousehold35 lbTown1 day$150
    Wicker tableHousehold15 lbTown1 day$75
    Window shadesHousehold4 - 5 lb / 3'x6'Town1 day$3

    Clothing

    ItemCategoryQuantityLocalProductionNotesCost
    Hats, various stylesClothing (Women)0.5 - 1.5 lbTown1 dayDecoration: +50 - 200%$8
    3 Piece SuitClothing (men)4 - 6 lbTown1 day$125
    Apron, clothClothing (Women)1 lbTown1 day$3
    Baseball capClothing (men)1 lbTown1 day$2
    Belt, leatherClothing (men)0.5 lbTown1 day$10
    Blouse, fineClothing (Women)1.5 lbTown1 day$25
    Blouse, plainClothing (Women)1.5 lbTown1 day$15
    Blue jeans, denimClothing (men)2 lbTown1 day$18 - $60
    BrassiereClothing (Women)0.25 lbTown1 day$4 - $25
    Buckle, brassClothing (men)4 ozTown1 day$10
    Buckle, gold-plated Clothing (men)8 ozTown1 day$150
    Buckle, silver-platedClothing (men)6 ozTown1 day$15
    Cloth, coarseSewing55 lb / 6'x50'Town1 dayEmbroidered: +50 - 200%$40
    Cloth, exoticSewing35 - 55 lb / 6'x50'Town1 dayEmbroidered: +50 - 200%$75
    Cloth, fineSewing45 lb / 6'x50'Town1 dayEmbroidered: +50 - 200%$60
    Cloth, normalSewing50 lb / 6'x50'Town1 dayEmbroidered: +50 - 200%$50
    Coat, heavy clothClothing (men)4 - 5 lbTown1 day$75
    Cowboy boots, fancyClothing (men)3 - 5 lbTown1 day$1500
    Cowboy boots, plainClothing (men)3 - 5 lbTown1 day$22
    Cowboy hatClothing (men)1 - 1.5 lbTown1 day$5 - $50
    Dress, exoticClothing (Women)1 - 3 lbTown1 day$250
    Dress, fineClothing (Women)1 - 3 lbTown1 day$45 - $75
    Dress, normalClothing (Women)1 - 3 lbTown1 day$25
    Gloves, LeatherClothing (men)0.5 lbTown1 day$10
    Gloves, linedClothing (Women)0.5 lbTown1 day$5 - $10
    Jacket, leatherClothing (men)4 - 5 lbTown1 day$125
    Long johnsClothing (men)2 lbTown1 day$6
    NecktiesClothing (men)0.5 lbTown1 day$8
    Needles (5)SewingTown1 day$1
    NegligeeClothing (Women)1.75 lbTown1 day$15 - $75
    NightgownClothing (Women)1.53 - 3 lbTown1 day$15 - $75
    Overalls Clothing (men)2.5 lbTown1 day$20
    Overcoat, waterproofClothing (men)5 lbTown1 day$45
    PantsClothing (men)2 - 3 lbTown1 day$15 - $150
    Pins (5)SewingTown1 day$1
    Purse, ornateClothing (Women)1 - 1.5 lbTown1 day$75
    Purse, plainClothing (Women)1 lbTown1 day$10 - $75
    PyjamasClothing (men)2 lbTown1 day$4
    Shears SewingTown1 day$5
    Shirt, cottonClothing (men)1 lbTown1 day$15 - $35
    shirt, silkClothing (men)1 lbTown1 day$55
    Shirt, woolen/flannelClothing (men)1 lbTown1 day$10
    Shoes, fine leatherClothing (men)1 lbTown1 day$65
    Shoes, fine leatherClothing (Women)1 lbTown1 day$45
    Shoes, high heelClothing (Women)1 lbTown1 day$35
    Shoes, normalClothing (men)1 lbTown1 day$35
    Shoes, normalClothing (Women)1 lbTown1 day$20
    Shoes, tennis shoes / sneakersClothing (men)1 lbTown1 day$9 - $150
    Shoes, tennis shoes / sneakersClothing (Women)1 lbTown1 day$9 - $150
    Skirt, floor-length plainClothing (Women)2 - 3 lbTown1 day$25
    Skirt, flor-length fancyClothing (Women)2 - 3 lbTown1 day$50
    Skirt, knee-length fancyClothing (Women)2 - 3 lbTown1 day$50
    Skirt, knee-length plainClothing (Women)2 - 3 lbTown1 day$25
    Slip, cotton / nylonClothing (Women)1 lbTown1 day$10
    Slip, silkClothing (Women)1 lbTown1 day$25
    SlippersClothing (men)0.5 lbTown1 day$10
    Stockings, cottonClothing (Women)0.5 lbTown1 day$1
    Stockings, nylonClothing (Women)0.5 lbTown1 day$2
    Stockings, panty hoseClothing (Women)0.75 lbTown1 day$1
    stockings, silkClothing (Women)0.25 lbTown1 day$2
    Straw hatClothing (men)Town1 day$1 - $7
    Thread (50 yds)SewingTown1 day$1
    Thread, colored (50 yds)SewingTown1 day$1
    Top hat, silkClothing (men)2 lbTown1 day$7
    T-shirtClothing (men)1 lbTown1 day$2 - $25
    TuxedoClothing (men)4 lbTown1 day$150
    Underwear, boxersClothing (men)Town1 day$2
    Underwear, jockeyClothing (men)Town1 day$2
    Wig, normalClothing (Women)3 - 7 lbTown1 Month$35
    Workman's boots, leatherClothing (men)4 lbTown1 day$35

    Surveillance

    ItemCategoryQuantityLocalProductionNotesCost
    "Bug" stomperThieves & Spies1 lbTown1 day$175
    Attaché caseThieves & Spies5 - 10 lbTown1 daywith 1- 5 hidden compartments$135
    Belt, with escape-kit liningThieves & Spies0.5 lbCity1 dayLockpicks, etc.$125
    Belt, with explosive liningThieves & Spies0.5 lbCity1 dayPlastique with 1 - 3 detonators$185
    Binoculars (8x)Thieves & Spies5 lbTown1 day$48
    Binoculars(10x)Thieves & Spies5 - 6 lbTown1 day$125
    Bolt cuttersThieves & Spies6 - 10 lbTown1 day$17 - $130
    Caltrops (20)Thieves & Spies0.5 lbAll1 day$4
    Camera film (B&W)PhotographyTown1 day24 shots$2
    Camera film (colour)PhotographyTown1 day24 shots$3
    Camera LensesPhotography1 - 2 lbTown1 day$415 - $750
    Camera, 35 mmPhotography1 - 2 lbTown1 day$30
    Camera, high-speedPhotography3 - 3.5 lbTown1 day$600
    Camera, minature spy-camPhotography0.25 lbCity1 day$350
    Camera, moviePhotography65 lbTown1 day$4500
    Camera, pocketPhotography0.5 lbTown1 day$15
    Chisel, coldThieves & Spies0.5 lbTown1 day$2
    Citizen's band radioCommunication3 lbTown1 day$180
    Crowbar, heavyThieves & Spies5 lbTown1 day$16
    Crowbar, standardThieves & Spies3 lbTown1 day$12
    Dark room chemicals / suppliesPhotography15 lbTown1 daydevelops 200 rolls of film$65
    Digital CameraCommunication0.5 - 1.5 lbTown1 day$100
    Document shredderThieves & Spies50 lbTown1 day$125
    EnlargerPhotography35 lbTown1 day$365
    FAX machineCommunication10 lbTown1 day$100
    Fiber-optic bore-scopeThieves & Spies10 lbTown1 day$500
    Flash unitPhotography1.5 lbTown1 day$12
    Fountain pen, acidThieves & Spies0.25 lbCity1 day$100
    Grappling hookThieves & Spies5 lbTown1 day$48
    Hacksaw Thieves & Spies1 lbTown1 day$13
    Hacksaw bladesThieves & Spies0.25 lbTown1 day$1
    Hand-held video gameCommunication0.5 lbTown1 day$15
    Invisible inkThieves & Spies1 ptCity1 day$4
    Karaoke machineCommunication25 lbTown1 day$200
    Key-cutterThieves & Spies25 - 30 lbTown1 day$255
    Lock, averageThieves & Spies3 lbTown1 day$23
    Lock, complexThieves & Spies3 - 4 lbTown1 day$34
    Lock, electronicThieves & Spies3 - 5 lbTown1 day$575
    Lock, impossibleThieves & Spies3 - 5 lbTown1 day$135
    Lock, pick-proofThieves & Spies3 - 5 lbTown1 day$275
    Lock, simpleThieves & Spies3 lbTown1 day$12
    Lockpicks, average qualityThieves & Spies0.5 lbTown1 day$45
    Lockpicks, car-key jigglersThieves & SpiesCity1 day$25
    Lockpicks, cylinderThieves & Spies0.5 lbCity1 day$85
    Lockpicks, electronic keypadThieves & Spies1 lbCity1 day$1250
    Lockpicks, fine qualityThieves & Spies1 lbCity1 day$75
    Lockpicks, keygunThieves & Spies0.5 lbCity1 day$65
    Lockpicks, poor qualityThieves & Spies0.5 lbTown1 day$25
    Metal file, largeThieves & Spies2.5 lbTown1 day$7
    Metal file, mediumThieves & Spies1.5 lbTown1 day$5
    Metal file, smallThieves & Spies1 lbTown1 day$4
    Miniature transmitter ("bug")Thieves & SpiesTown1 day$75
    ModemCommunication0.25 - 1 lbTown1 day$100
    Padlock, averageThieves & Spies1 lbTown1 day$5
    Padlock, complexThieves & Spies1.5 lbTown1 day$13
    Padlock, simpleThieves & Spies1 lbTown1 day$2
    Parabolic microphoneThieves & Spies15 - 20 lbTown1 day$175
    Pen-gun, .22 calibreThieves & Spies0..25 lbCity1 day$425
    Photo paper (250 sheets)Photography1 lbTown1 day$8
    Plastic explosiveThieves & Spies1 lbCity1 day$150
    Police-band scannerCommunication5 lbTown1 day$125
    PolygraphThieves & Spies25 lbTown1 day$250
    Radar detector, portableCommunication1 - 3 lbTown1 day$100
    Radar gun, policeCommunication5 lbTown1 day$450
    Receiver ("bug")Thieves & Spies2 - 3 lbTown1 day$150
    Remote detonatorThieves & Spies0.25 lbCity1 day$65
    Rope, light (per 1')Thieves & Spies6 lbTown1 day$1
    Rope, standard (per 1')Thieves & Spies8 lbTown1 day$1
    StethoscopeThieves & Spies0.5 - 1 lbTown1 day$22
    SwitchbladeThieves & Spies0.25 - 0.35 lbTown1 day$5 - $75
    Telephone scramblerThieves & Spies2.5 lbTown1 day$350
    Telephone tapThieves & Spies0.5 lbTown1 day$175
    Telephone tap detectorThieves & Spies0.5 lbTown1 day$27
    Telephone trace unitThieves & Spies5 lbTown1 dayFor tracing phone calls$275
    Voice stress analyserThieves & Spies25 lbTown1 day$350
    Walkie-talkie, multi channelCommunication1 lbTown1 day$25
    Walkie-talkie, one channelCommunication1 lbTown1 day$15

    Miscellanous

    ItemCategoryQuantityLocalProductionNotesCost
    Fireworks (various)Miscellaneous0.5 - 10 lbTown1 week$1 - $50
    Playing cardsMiscellaneous4 ozTown1 day$1
    Dice, pairMiscellaneous6-sidedTown1 day$1
    Cigarette papers (100_Miscellaneous4 ozTown1 day$1
    JacksToys & GamesAll1 day$1
    WatchMiscellaneous0.25 lbTown1 day$1 - $100
    CigarMiscellaneousTown1 - 2 day$3
    Pipe, clayMiscellaneous0.75lbAll2 days$1
    Map, localMiscellaneous20" x 30"Town1 day$1
    CombMiscellaneousAll1 day$1
    Cigarettes (per pack)MiscellaneousTown1 day$1
    Cologne / perfumeMiscellaneous4 ozTown1 week$1
    Chewing tobaccoMiscellaneous1 ozTown1 day$1
    HairbrushMiscellaneous0.5 lbAll2 days$1
    10' poleMiscellaneous5 - 10 lb / 10'All1 day$10
    Baby dollToys & Games1 lbAll1 day$12
    StiltsMiscellaneous3 - 10 lb / 4' - 10'Town1 day$12
    Walking stickMiscellaneous2 - 5 lbTown1 day$12
    Binoculars (10x)Miscellaneous5 - 6 lbTown3 days$125
    Baseball batToys & Gamesvaries / 33" to 36"All1 day$15
    BicycleToys & Games30 lbCity1 week$150
    Board gamesToys & Games1 lbTown1 day$16
    BaseballToys & GamesAll1 day$2
    Map, worldMiscellaneous20" x 30"Town1 day$2
    TobaccoMiscellaneous1 ozAll1 week$2
    Map, regionalMiscellaneous20" x 30"Town1 day$2
    Tennis ball (can of 3)Miscellaneous0.5 lbTown1 day$2
    CosmeticsMiscellaneousTown1 week$2
    Map, nationalMiscellaneous20" x 30"Town1 day$2
    Crystal ballMiscellaneous3 - 5 lbTown2 weeks$225
    Air rifleToys & Games3 lbTown1 day$24
    Tennis racquetMiscellaneous1 lbTown2 days$25
    SpyglassMiscellaneous5 lb / 1' - 2'Town3 days$25
    Role playing gameMiscellaneous1 - 5 lbTown1 year+various$25
    Flag, smallMiscellaneous3 / 10" x 36"Town1 day$3
    Roller skatesToys & Games5 lbCity1 weekin-line skates add $20$35
    Ice skatesToys & Games5 lbCity1 week$35
    CheckersToys & Games0.5 lbAll1 day$4
    Map, continentMiscellaneous20" x 30"Town1 day$4
    Dice, pair (loaded)Miscellaneous6-sidedTown1 day$4
    Map, topographicMiscellaneous20" x 30"Town1 day$4
    Baseball gloveToys & Games1.5 - 3 lbAll1 day$47
    Binoculars (7x)Miscellaneous5 lbTown3 days$48
    globeMiscellaneous5 - 15 lbTown1 week$5
    Playing cards, markedMiscellaneous4 ozTown1 day$5
    Electric train setToys & Games15 - 20 lbTown1 day$55
    Flag, largeMiscellaneous7 lb / 3' x5'Town1 day$6
    Fashion dollToys & Games0.5 lbAll1 day$9
    Opera glassesMiscellaneous0.5 lbTown2 days$9

    Character Sheets

    Psion Cards