- Human Types
- Tranhumans
- Replicates
- Aliens
- Professions
- Skills List
- Psions: The Field of Visions
- Psions: The Field of Alteration
- Psions: The Field of Control
- Psions: The Field of Self Mastery
- Weapons and Armor
- Explorers Equipment
- Software and Robots
- Vehicles
- Space Craft
- Shopping Items (Spacemaster)
- Shopping Items (General)
- Free Downloads
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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).
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"
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.
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.
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.
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.
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.
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'
'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
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
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.
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
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.
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
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
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 ??
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
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
Astronauts
ArmsmanThe 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.
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.





PilotAs 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.
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 OfficerLEOs, 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.
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







ExplorerA 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;
The Prime Requisites for an Explorer are Quickness and Agility;
Profession Skills Bonus







Rescue WorkerA 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.
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 TechThis profession specializes in Mechanical and Power systems - including ship drives and reactors.
Prime Requisites for the Systems Tech are Memory and Agility.
Prime Requisites for the Systems Tech are Memory and Agility.
Profession Skill Bonus
Electrical TechElectrical 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.
Prime Requisites for the Electrician are Memory and Reasoning.
Profession Skill Bonus
Arms TechThese 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.
Prime Requisites for Arms Tech are Memory and Agility.
Profession Skill Bonus
Research Scientists
ResearcherThe 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.
The Prime Requisites for the Researcher are Intuition and Reasoning.
Profession Skill Bonus
PhysicianThe 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.
Prime Requisites for the Physician are Empathy and Reasoning.
Profession Skill Bonus
EngineerWhile 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.
Prime Requisites for the Engineer are lntuition and Reasoning.
Profession Skill Bonus
EvolutionistA 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.
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
CriminologistThose 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.
The Prime Requisites for a Crime Tech are Agility and Intuition.
Profession Skill Bonus
InvestigatorA 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.
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
MedicCombining 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.
The Prime requisites for a Medic are Memory and Empathy.
Profession Skill Bonus
PlanetologistWith 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.
The Prime Requisites for a Planetologist are Reasoning and Empathy.
Profession Skill Bonus
Communications
AdministratorAdministrators 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.
Their Prime Requisites are Presence and Empathy.
Profession Skill Bonus
AnarchistThe 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.
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
ArtistThe 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.
Their Prime Requisites are Empathy and Self Discipline.
Profession Skill Bonus
Con ArtistThe 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.
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
EntertainerThis profession may specialize in acting, singing, dance, music, or any other performance art form.
Their Prime Requisites are Presence and Empathy.
Their Prime Requisites are Presence and Empathy.
Profession Skill Bonus
TheologistThese beings are skilled in evangelism (or their own cultural equivalent), counseling, and theological history.
Their Prime Requisites are Presence and Intuition.
Their Prime Requisites are Presence and Intuition.
Profession Skill Bonus
LawyerLawyers 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.
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
MerchantThe 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.
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
TeacherThe 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.
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 TelepathThis 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.
Prime Requisites for True Telepaths are Self-Discipline and Presence.
Profession Skill Bonus
Semi-TelepathSemi-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.
His Prime Requisite is based upon what Field of Telepathy he chooses, - Self-Discipline, Presence and Empathy.
Profession Skill Bonus
Accounting
Applicable Stat Bonuses: Re/MeAccounting 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.
Administration
Applicable Stat Bonuses: In/EmBonus 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 Math
Applicable Stat Bonuses: Me/ReBonus 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.
Aerodynamics
Applicable Stat Bonuses: Re/MeThis 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.
Anthropology
Applicable Stat Bonuses: In/EmLinguistic 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.
Archaeology
Applicable Stat Bonuses: In/ReThis 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.
Architecture
Applicable Stat Bonuses: Re/MeThis 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 History
Applicable Stat Bonuses: Me/ReBonus 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 Math
Applicable Stat Bonuses: Re/MeBonus 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 Law
Applicable Stat Bonuses: Me/ReBonus 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.
Canon
Applicable Stat Bonuses: Sd/MeBonus 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/AgBonus 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 Law
Applicable Stat Bonuses: Me/ReBonus 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 Religion
Applicable Stat Bonuses: Me/ReBonus 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 Management
Applicable Stat Bonuses: Re/EmBonus 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.
Cosmetology
Applicable Stat Bonuses: Pr/SdBonus 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 Law
Applicable Stat Bonuses: Me/Re/lnBonus 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 Processing
Applicable Stat Bonuses: Re/MeBonus 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.
Dogma
Applicable Stat Bonuses: Me/ReThis 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.
Drafting
Applicable Stat Bonuses: Re/MeBonus 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).
Education
Applicable Stat Bonuses: Sd/EmBonus for teaching another character askill currentlyknown bythe educator. Acharacter cannot teach acharacter who is more proficient with the taught skill himself.
Evolutionary Theory
Applicable Stat Bonuses: In/Re/MeBonus 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.
Finance
Applicable Stat Bonuses: In/In/ReBonus 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 Systems
Applicable Stat Bonuses: Re/MeHeraldry
Applicable Stat Bonuses: Me/ReBonus for designing or recognizing aparticular heraldic crests (coats-of-arms).
History
Applicable Stat Bonuses: Re/MeBonus for recognizing and identifying major periods, events and people of a specified race or culture.
Locklore
Applicable Stat Bonuses: Re/MeBonus for recogniling and identifying major forms of locks and similar devices.
Mapping
Applicable Stat Bonuses: Re/AgBonus for using and making maps. This skill is also used for surveying and geography.
Mechanition
Applicable Stat Bonuses: Re/MeBonus 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 Lore
Applicable Stat Bonuses: Me/ReBonus 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 Organization
Applicable Stat Bonuses: Pr/ReBonus 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.
Mining
Applicable Stat Bonuses: Re/lnBonus 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:
Navigation
Applicable Stat Bonuses: Re/lnBonus 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.
Optics
Applicable Stat Bonuses: In/ReBonus 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.
Pharmaceuticals
Applicable Stat Bonuses: In/ReBonus 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.)
Philosophy
Applicable Stat Bonuses: Me/ReBonus 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 Science
Applicable Stat Bonuses: Pr/ReBonus 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.
Proselytism
Applicable Stat Bonuses: Em/PrBonus 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.
Psychology
Applicable Stat Bonuses: In/EmUnlike 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 History
Applicable Stat Bonuses: Re/MeBonus 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 Analysis
Applicable Stat Bonuses: In/ReThis bonus is used when attempting to interpret information provided by portable scanning devices, (multiscanners, medscanners, repair scanners, security scanners, etc.)
Siege Engineering
Applicable Stat Bonuses: Re/lnAllows 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.
Sociology
Applicable Stat Bonuses: Em/ReBonus 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 Gazing
Applicable Stat Bonuses: Me/InBonus chance of determining dates, directions, and locations when the stars are visible. Provides an ideal complement to one's navigational skills.
Stone Lore
Applicable Stat Bonuses: Me/ReBonus for recognizing and identifying Stone, rock, gem stones, metorights, etc. Also will give information on famous, historic, legendary, landmarks of stone.
Tactics
Applicable Stat Bonuses: Re/lnBonus for perceiving and planning appropriate and effective strategy in atactical military situation.
Following is a partial list of tactic types:
Tax Law
Applicable Stat Bonuses: In/MeTax 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 Identification
Applicable Stat Bonuses: Me/ReBonus for recognizing and identifying poisons, as well as knowledge of proper usage techniques.
Trading lore
Applicable Stat Bonuses: Re/MeBonus for transactions involving a bargained exchange of money or goods, particularly with respect to rolls on purchase or resale.
Visual Arts
Applicable Stat Bonuses: In/EmBonus for the appreciation and in-depth understanding of works of art. This skill includes the ability to effectively criticize a work of art.
Weather Watching
Applicable Stat Bonuses: In/EmBonus 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-Lores
Applicable Stat Bonuses: variesBonus 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 Handling
Applicable Stat Bonuses: Em/PrBonus 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 Training
Applicable Stat Bonuses: Em/PrBonus 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 Mastery
Applicable Stat Bonuses: Em/PrBonus 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.
Herding
Applicable Stat Bonuses: Em/PrBonus for gathering, befriending, or manipulating herd animals. This skill normally deals with one group of animals at atime.
Loading
Applicable Stat Bonuses: Em/PrBonus 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.
Riding
Applicable Stat Bonuses: EmA 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 Pilot
Applicable Stat Bonuses: Ag/QuOne 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 Pilot
Applicable Stat Bonuses: In/AgThis 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 Warfare
Applicable Stat Bonuses: Re/In/InBonus for the use of electronic warfare and ship stealth equipment.
Hyperspace Astrogation
Applicable Stat Bonuses: Re/MeThis 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 Pilot
Applicable Stat Bonuses: In/ReBonus 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 Pilot
Applicable Stat Bonuses: Qu/AgThis skill applies to controlling all craft which operate on or below the water, including all boats, hydrofoils, and submarines.
N-Space Astrogation
Applicable Stat Bonuses: Ag/MeN-Space Pilot
Applicable Stat Bonuses: Re/MeThis 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 Pilot
Applicable Stat Bonuses: Ag/QuThis 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 Analysis
Applicable Stat Bonuses: In/ReThis skill provides abonus when attempting to read and interpret information from shipboard sensor displays.
Stellar Law
Applicable Stat Bonuses: Re/MeBonus 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.
Aquatics
Applicable Stat Bonuses: Ag/SdBonus 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 Games
Applicable Stat Bonuses: St/Ag/QuBonus for playing one game primarily involving agility, coordination, and motor skills.
Billiards
Applicable Stat Bonuses: Sd/ReBonus for setting up and making billiard shots whether they are straight or trick shots.
Body Development
Applicable Stat Bonuses: Corank in Body Development is one of the factors which determines how many hits (concussion hits) acharacter can take without passing out.
Climbing
Applicable Stat Bonuses: AgThis 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".
Dance
Applicable Stat Bonuses: Ag/InBonus when attempting to recreate adance one has witnessed. This skill may also be used to create new dances.
Distance Running
Applicable Stat Bonuses: CoBonus is added to the character's base exhaustion points to determine his total exhaustion points for movement purposes.
Diving
Applicable Stat Bonuses: Sd/AgBonus for controlled falling maneuvers.
FlyingIGliding
Applicable Stat Bonuses: AgBonus 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.
Rappelling
Applicable Stat Bonuses: Re/MeRowing
Applicable Stat Bonuses: Re/MeSailing
Applicable Stat Bonuses: Re/MeSkating
Applicable Stat Bonuses: Re/MeSkiing
Applicable Stat Bonuses: Re/MeSprinting
Applicable Stat Bonuses: Re/MeSurfing
Applicable Stat Bonuses: Re/MeSwimming
Applicable Stat Bonuses: Re/MeAdrenal Defense
Applicable Stat Bonuses: NoneBy 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 Balance
Applicable Stat Bonuses: PrThis skill enhances the ability of the character to maintain his balance in one maneuver action. (Requires one round of mental preperation).
Adrenal Landing
Applicable Stat Bonuses: PrA 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 Leaping
Applicable Stat Bonuses: PrThis 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 Quickdraw
Applicable Stat Bonuses: PrBonus 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 Speed
Applicable Stat Bonuses: Prhis allows the character to move at twice normal speed, and thus increase his activity for one round. (Requires one round of mental preperation.)
Adrenal Strength
Applicable Stat Bonuses: PrThis 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 Stablize
Applicable Stat Bonuses: Sd/EmBonus 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 Change
Applicable Stat Bonuses: SdBonus 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.
Dowsing
Applicable Stat Bonuses: EmBonus 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.
Frenzy
Applicable Stat Bonuses: Em/SdBonus 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 Cleansing
Applicable Stat Bonuses: Sd/EmBonus 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 Death
Applicable Stat Bonuses: Sd/PrBonus for causing oneself an instantaneous and painless death.
Meditation Healing
Applicable Stat Bonuses: Sd/EmBonus 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 Ki
Applicable Stat Bonuses: Sd/PrBonus for achieving a special +25 bonus on any activity attempted using concentration and the focusing of internal reserves on oneself.
Meditation Sleep
Applicable Stat Bonuses: Sd/InBonus 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 Trance
Applicable Stat Bonuses: Re/MeBonus 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.
Mnemonics
Applicable Stat Bonuses: Me/SdBonus for recalling information (photographic memory, sort of).
Psionic Focus
Applicable Stat Bonuses: Sd/EmThis 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 Shield
Applicable Stat Bonuses: Sd/PrThis 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: InBonus for allowing one to be aware of one's surroundings without the aid of vision.
Acting
Applicable Stat Bonuses: Pr/EmThis 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.
Begging
Applicable Stat Bonuses: Pr/EmBonus for eliciting asympathetic response from the person being begged to.
Booking
Applicable Stat Bonuses: In/PrBonus 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.
Bribery
Applicable Stat Bonuses: Pr/ReBonus for offering a bribe to an official in the proper and unobtrusive manner.
Camouflage
Applicable Stat Bonuses: Re/InBonus in hiding or concealing an item or another person by using the natural attributes of the surrounding environment.
Computer Crime
Applicable Stat Bonuses: Sd/EmBonus 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.
Counterfeiting
Applicable Stat Bonuses: Ag/ReThis 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 Investigation
Applicable Stat Bonuses: In/MeBonus 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 Psychology
Applicable Stat Bonuses: Em/InThat 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 Trap
Applicable Stat Bonuses: In/AgBonus in identifying and disarming, but not locating, an in animate trap.
Disguise
Applicable Stat Bonuses: Pr/SdBonus 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 Traffic
Applicable Stat Bonuses: Pr/InBonus 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 Countermeasures
Applicable Stat Bonuses: In/ReSimilar 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 Dispersal
Applicable Stat Bonuses: Sd/MeBonus 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.
Falsification
Applicable Stat Bonuses: Sd/ReBonus 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.
Forgery
Applicable Stat Bonuses: Ag/ReBonus for the reproduction of paintings, manual writing (signatures), and legally binding markings such as trademarks, etc.
Hide Item
Applicable Stat Bonuses: Re/InThis 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 Enforcement
Applicable Stat Bonuses: Sd/In/PrBonus 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.
Mimery
Applicable Stat Bonuses: Ag/SdBonus for imitating various types of actions.
Organized Crime
Applicable Stat Bonuses: Pr/SdBonus 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 Locks
Applicable Stat Bonuses: In/Re/AgBonuses 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 Pockets
Applicable Stat Bonuses: Ag/InBonus 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 Cracking
Applicable Stat Bonuses: Sd/InSimilar 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 Operations
Applicable Stat Bonuses: Sd/MeBonus 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 Traps
Applicable Stat Bonuses: Re/AgBonus for setting traps. These traps can be lethal or non-lethal.
Stalk / Hide
Applicable Stat Bonuses: Ag/SdStalking 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 Evasion
Applicable Stat Bonuses: In/MeBonus 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 Building
Applicable Stat Bonuses: Re/EmAllows 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.
Trickery
Applicable Stat Bonuses: Pr/QuBonus for any maneuvers involving slight of hand; confusing sight tricks and slight-of hand diversions.
Airbone Assault
Applicable Stat Bonuses: Re/InBonus for engaging in combat during freefall or in falling manuver.
Brawling
Applicable Stat Bonuses: Re/MeBonus
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/AgThis skill bonus is applied to maneuver rolls when driving/piloting Armored Fighting Vehicles.
Crude Weapons
Applicable Stat Bonuses: In/MeBonus for the design and building of simple or low technological weapons for use. This may range from aquarterstaff to a catapult.
Demolitions
Applicable Stat Bonuses: Ag/Sd/SdBonus 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: AgBonus 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: AgBonus 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 Hook
Applicable Stat Bonuses: AgBonus 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 Tactics
Applicable Stat Bonuses: Sd/AgBonus 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 Projectile
Applicable Stat Bonuses: In/AgThis skill bonus is applicable as acombat OB when using an energy cannon of Mk.6 or greater.
Lancing
Applicable Stat Bonuses: St/AgBonus
for using complex lancing (mounted) maneuvers, such as tilting, skewering rings in atourney, etc.
Maneuver in Armor (Soft Leather)
Applicable Stat Bonuses: AgBonus to carrying out movement in Soft Leather.
Maneuver in Armor (Rigid Leather)
Applicable Stat Bonuses: AgBonus to carrying out movement in Rigid Leather.
Maneuver in Armor (Chain)
Applicable Stat Bonuses: AgBonus to carrying out movement in Chainmail.
Maneuver in Armor (Plate)
Applicable Stat Bonuses: AgBonus to carrying out movement in Platemail.
Maneuver in Armor (LBA)
Applicable Stat Bonuses: AgBonus to carrying out movement in Light Body Armour.
Maneuver in Armor (ABS)
Applicable Stat Bonuses:AgBonus to carrying out movement in Armoured Body Suit.
Maneuver in Armor (AEX)
Applicable Stat Bonuses: AgBonus to carrying out movement in Armoured Exoskeleton.
Maneuver in Armor (Powered Armor)
Applicable Stat Bonuses: AgBonus to carrying out movement in Powered Armour Suits.
Martial Arts
Applicable Stat Bonuses: St/AgBonus to Making an unarmed attack / block or throw using Martial Arts.
Missile Artillery
Applicable Stat Bonuses: In/Aghis skill bonus is part of the total combat OB when using Missile Artillery.
Mounted Weapon Ambush
Applicable Stat Bonuses: In/SdVery 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 Gunnery
Applicable Stat Bonuses: In/AgThis skill bonus is the combat OB applied when using non-explosive projectiles such as autocannons, ground-basedartillery, anti-aircraft guns, etc.
Quick-draw
Applicable Stat Bonuses: Qu/AgBonus 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 Stroke
Applicable Stat Bonuses: Ag/ReBonus 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 Maneuver
Applicable Stat Bonuses: NoneBonus used in place to normal maneuver bonus while stunned.
Subduing
Applicable Stat Bonuses: NoneSkill used when trying to deliver a knock out blow to an opponent without causing injury or death.
TIERing
Applicable Stat Bonuses: Sd/EmThought 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 Attack
Applicable Stat Bonuses: Ag/SdBonus 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 Evasion
Applicable Stat Bonuses: Ag/QuBonus 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 Combo
Applicable Stat Bonuses: StThis 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 Category
Applicable Stat Bonuses: St/St/AgThese 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.Yado
Applicable Stat Bonuses: Qu/AgBonus 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.
Ambush
Applicable Stat Bonuses: NoneThis 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 Kill
Applicable Stat Bonuses: Ag/InBonus 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.
Sniping
Applicable Stat Bonuses: NoneSimilar 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.
Targeting
Applicable Stat Bonuses: NoneBonus 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 Poison
Applicable Stat Bonuses: Ag/InBonus 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/ReThis 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/ReThis 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 Engineering
Applicable Stat Bonuses: In/ReThis 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 Engineering
Applicable Stat Bonuses: In/ReThis 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 Engineering
Applicable Stat Bonuses: In/ReThis skill involves the design and modification of those devices directly involved with various fields of crime and criminal apprehension.
Cybernetic Engineering
Applicable Stat Bonuses: Ag/MeBonus 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 Engineering
Applicable Stat Bonuses: In/ReBonus for the designing and modification of electronic systems.
Environmental Engineering
Applicable Stat Bonuses: In/ReBonus 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 Engineering
Applicable Stat Bonuses: In/ReThis 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 Engineering
Applicable Stat Bonuses: In/ReThis skill involves the design and modification of mechanical systems involving moving parts, excluding those things falling into other engineering skills.
Medical Engineering
Applicable Stat Bonuses: Re/MeBonus 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 Theory
Applicable Stat Bonuses: In/ReThis 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 Engineering
Applicable Stat Bonuses: In/ReBonus 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 Engineering
Applicable Stat Bonuses: In/ReBonus 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 Engineering
Applicable Stat Bonuses: In/ReUndersea Engineering
Applicable Stat Bonuses: In/ReBonus 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 Design
Applicable Stat Bonuses: In/ReThe design and modification of weapons, complimentary to Technics skill.
Appraisal
Applicable Stat Bonuses: In/ReBonus 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 Evaluation
Applicable Stat Bonuses: In/ReThis is abonus for determining the value and quality of armor.
Metal Evaluation
Applicable Stat Bonuses: In/ReBonus for determining the value and quality of metal objects in worked, refined or raw condition.
Stone Evaluation
Applicable Stat Bonuses: In/ReBonus for determining the value and quality of stone objects and gems in worked, refined or raw condition.
Weapon Evaluation
Applicable Stat Bonuses: In/ReBonus for determining the value and the quality of a weapon.
Advertising
Applicable Stat Bonuses: In/ReBonus for successfully marketing a product or service.
Agriculture
Applicable Stat Bonuses: Re/EmBonus 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/AgBonus 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 Working
Applicable Stat Bonuses: Ag/SdBonus for the recognition of damage to armored suiting, and for the repair of the found damage.
Cookery
Applicable Stat Bonuses: Re/AgBonus 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.
Communications
Applicable Stat Bonuses: In/ReThis skill grants abonus when using any construct communication devices.
Crafting
Applicable Stat Bonuses: Re/AgBonus 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.Driving
Applicable Stat Bonuses: Ag/QuThis skill is useful only in regard to land vehicles whichinctude ground effects vehicles (as well as animal-drawn crafts).
Efficiency Expert
Applicable Stat Bonuses: In/EmThis skill is used to reduce the amount oftime required to complete repairs, research or construction work.
Electronic Diagnosis
Applicable Stat Bonuses: In/ReBonus 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 Repair
Applicable Stat Bonuses: Ag/InThis 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.
Fabrication
Applicable Stat Bonuses: Sd/ReBonus for using heavy equipment to shape specific forms out of various mediums.
Fashion
Applicable Stat Bonuses: In/EmBonus 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.
Fletching
Applicable Stat Bonuses: Ag/SdBonus for making an arrow out of available wood, metal, paper, and/or feathers.
Food Processing
Applicable Stat Bonuses: Re/AgBonus 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.
Gimmickry
Applicable Stat Bonuses: In/ReBonus 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 Care
Applicable Stat Bonuses: Me/ReBonus 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 Operator
Applicable Stat Bonuses: Ag/SdBonus for the use of heavy machinery such as factory equipment (mUlti-ton presses, fork lifts, loaders, cranes, bulldozers, etc.)
Horticulture
Applicable Stat Bonuses: Re/EmBonus 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 Design
Applicable Stat Bonuses: In/EmBonus 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 Working
Applicable Stat Bonuses: Ag/ReBonus 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/EmBonus 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 Technology
Applicable Stat Bonuses: Ag/InBonus 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).
Painting
Applicable Stat Bonuses: In/AgBonus for painting an object or picture. This skill may also be used for artistic skills involving drawing, ink rendering, etc.
Play Instrument
Applicable Stat Bonuses: Ag/MeBonus 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.
Photography
Applicable Stat Bonuses: Em/InBonus 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 Mastery
Applicable Stat Bonuses: Me/AgBonus proficiency in knot recognition, knottying, braiding, and splicing, or when making amaneuverwhile suspended from a rope or analogous flexible line, or when throwing aline.
Sculpting
Applicable Stat Bonuses: In/AgBonus for making 3D art forms through the molding of malleable materials or the carving of hard materials.
Skinning
Applicable Stat Bonuses: Ag/InBonus for the removal, preservation, and caring of animal skins.
Smithing
Applicable Stat Bonuses: St/AgBonus 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 Crafts
Applicable Stat Bonuses: Ag/SdBonus 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 Games
Applicable Stat Bonuses: Re/MeBonus for playing games which contain very little chance element, such as chess or go.
Teleporter Operations
Applicable Stat Bonuses: Ag/In/ReBonus for operating teleporters under varying conditions. This skill does not include any general maintenance of the complex machinery.
Urban Design
Applicable Stat Bonuses: In/ReBonus 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 Crafts
Applicable Stat Bonuses: Ag/EmBonus 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.
Acrobatics
Applicable Stat Bonuses: Ag/QuBonus for in-air maneuvers or swinging on objects. (e.g., flying or levitating). This skill also helps to reduce the effects of falls.
Contortions
Applicable Stat Bonuses: Ag/SdBonus 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 Events
Applicable Stat Bonuses: AgBonus 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.
Juggling
Applicable Stat Bonuses: Ag/InBonus for tossing up objects and manipulating them in such amanneras to keep them up in the air.
Jumping
Applicable Stat Bonuses: St/AgBonus for jumping maneuvers either running or from a standing position.
Pole Vaulting
Applicable Stat Bonuses: St/AgBonus for handling a pole to surmount or cross over an obstacle.
Stilt Walking
Applicable Stat Bonuses: St/AgBonus for all maneuvers performed while on stilts.
Tightrope Walking
Applicable Stat Bonuses: Ag/SdBonus for maneuvering along narrow surfaces.
Tumbling
Applicable Stat Bonuses: Ag/SdBonus for horizontal dives, rolling, vaulting maneuvers, or swinging on stationary objects. Also used to decrease the damage one takes from a fall.
Cryptology
Applicable Stat Bonuses: In/In/ReBonus 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.
Journalism
Applicable Stat Bonuses: Pr/ReBonus 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.
Language
Applicable Stat Bonuses: noneIn 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 Reading
Applicable Stat Bonuses: In/ReBonus fro reading lips and sign language. Lip reading is only possible with languages that the reader know.
Mimicry
Applicable Stat Bonuses: In/SdBonus for imitating various sounds including voices.
Music
Applicable Stat Bonuses: Ag/EmBonus for writing music language which other musicians can understand and use.
Poetic Improv
Applicable Stat Bonuses: In/ReBonus for composing a poem.
Propaganda
Applicable Stat Bonuses: In/EmInfluencing others through indirect means, rather than direct speech. Includes such ideas as starting rumors, as well as designing large campaigns.
Public Speaking
Applicable Stat Bonuses: Em/PrThis skill provides a bonus for impressing, entertaining, or even manipulating groups of people directly.
Signaling
Applicable Stat Bonuses: Me/SdBonus when using any form of signal communications.
Singing
Applicable Stat Bonuses: Pr/InBonus for attempts to mimic tunes and vocalized notes.
Tale Telling
Applicable Stat Bonuses: Pr/MeBonus for reciting and writing stories.
Trading
Applicable Stat Bonuses: Re/EmBonus for transactions involving a bargained exchange of money or goods, particularly with respect to rolls on purchase or resale price.
Ventriloquism
Applicable Stat Bonuses: Sd/InBonus 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.
Attunement
Applicable Stat Bonuses: Em/InThe 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.
Channeling
Applicable Stat Bonuses: InThis is the skill of transmitting and receiving power between two willing individuals over any distance, provided that contact can be made.
Circle Lore
Applicable Stat Bonuses: Me/ReBonus 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 Spells
Applicable Stat Bonuses: Re/MeDivination
Applicable Stat Bonuses: Re/MeMagic Languages
Applicable Stat Bonuses: Re/MeMagic Rituai
Applicable Stat Bonuses: Re/MePower Perception
Applicable Stat Bonuses: Re/MePower Pl. Development
Applicable Stat Bonuses: Re/MePower Projection
Applicable Stat Bonuses: Re/MePsionic Perception
Applicable Stat Bonuses: Re/MePsionic Training
Applicable Stat Bonuses: Re/MeRunes
Applicable Stat Bonuses: Re/MeSpell/Psion Acquisition
Applicable Stat Bonuses: Re/MeSpell/Psion Mastery
Applicable Stat Bonuses: Re/MeSymbol Lore
Applicable Stat Bonuses: Re/MeTargeting (psionic)
Applicable Stat Bonuses: Re/MeTranscend Armor
Applicable Stat Bonuses: Re/MeWarding Lore
Applicable Stat Bonuses: Re/MeDetect Traps
Applicable Stat Bonuses: InBonus for detecting inanimate traps or ambushes.
Direction Sense
Applicable Stat Bonuses: In/ReBonus 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 Surveillance
Applicable Stat Bonuses: Sd/ReBonus for the use and placement of electronic devices for monitoring and recording activity in an area beyond visual range.
General Perception
Applicable Stat Bonuses: In/In/ReThis 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 Perception
Applicable Stat Bonuses: In/ReBonus 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 Opening
Applicable Stat Bonuses: In/ReBonus for spotting hidden Openings.
Poison Perception
Applicable Stat Bonuses: In/ReBonus for perceiving the presence of poison in or on an item or object.
Read Tracks
Applicable Stat Bonuses: In/ReBonus 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 Ambush
Applicable Stat Bonuses: In/ReBonus to detect animate traps, ambushes or assassination in progress.
Sense Reality Warp
Applicable Stat Bonuses: In/EmBonus 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.).
Surveillance
Applicable Stat Bonuses: Sd/ReBonus for close observation, especially of a suspected spy or criminal.
Time Sense
Applicable Stat Bonuses: In/MeBonus for determining the time of day or how much time has passed over a specific period.
Tracking
Applicable Stat Bonuses: In/ReBonus 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.
Diplomacy
Applicable Stat Bonuses: Re/MeDuping
Applicable Stat Bonuses: Re/MeGambling
Applicable Stat Bonuses: Re/MeInterrogation
Applicable Stat Bonuses: Re/MeLabor Relations
Applicable Stat Bonuses: Re/MeLeadership
Applicable Stat Bonuses: Re/MeSeduction
Applicable Stat Bonuses: Re/MeCaving
Applicable Stat Bonuses: Re/MeForaging
Applicable Stat Bonuses: Re/MeHazard Control
Applicable Stat Bonuses: Re/MeHostile / Alien Enviroment
Applicable Stat Bonuses: Re/MeRegion Lore
Applicable Stat Bonuses: Re/MeScrounge
Applicable Stat Bonuses: Re/Mestreetwise
Applicable Stat Bonuses: Re/MeSurvival
Applicable Stat Bonuses: Re/MeComputer Technics
Applicable Stat Bonuses: Re/MeCrime Technics
Applicable Stat Bonuses: Re/MeCybernetic Technics
Applicable Stat Bonuses: Re/MeElectrical Technics
Applicable Stat Bonuses: Re/MeGenetic Technics
Applicable Stat Bonuses: Re/MeMechanical Technics
Applicable Stat Bonuses: Re/MeMedical Technics
Applicable Stat Bonuses: Re/MePower Systems Technics
Applicable Stat Bonuses: Re/MeTeleporter Technics
Applicable Stat Bonuses: Re/MeWeapons Technics
Applicable Stat Bonuses: Re/MeAbnormal Psychology
Applicable Stat Bonuses: Re/MeAnimal Healing
Applicable Stat Bonuses: Re/MeAstronomy
Applicable Stat Bonuses: Re/MeAstrophysics
Applicable Stat Bonuses: Re/MeAtmospherics
Applicable Stat Bonuses: Re/MeAutopsy
Applicable Stat Bonuses: Re/MeBiology (general)
Applicable Stat Bonuses: Re/MeBiochemistry
Applicable Stat Bonuses: Re/MeBotany
Applicable Stat Bonuses: Re/MeChemistry
Applicable Stat Bonuses: Re/MeCryogenic Emerg. Resuscitation
Applicable Stat Bonuses: Re/MeCryogenic Operation
Applicable Stat Bonuses: Re/MeCryonics
Applicable Stat Bonuses: Re/MeCybernetics
Applicable Stat Bonuses: Re/MeDrug Therapy
Applicable Stat Bonuses: Re/MeDrug Tolerance
Applicable Stat Bonuses: Re/MeEcology
Applicable Stat Bonuses: Re/MeFirst Aid
Applicable Stat Bonuses: Re/MeGenetics
Applicable Stat Bonuses: Re/MeHypnosis
Applicable Stat Bonuses: Re/MeInternal Medicine
Applicable Stat Bonuses: Re/MeMedical Diagnosis
Applicable Stat Bonuses: Re/MeMedical Practice
Applicable Stat Bonuses: Re/MeMedical Sciences
Applicable Stat Bonuses: Re/MeMetallurgy
Applicable Stat Bonuses: Re/MeMidwifery
Applicable Stat Bonuses: Re/MeNulcear Physics
Applicable Stat Bonuses: Re/MeOceanography
Applicable Stat Bonuses: Re/MePhysics (general)
Applicable Stat Bonuses: Re/MePlanetology
Applicable Stat Bonuses: Re/MePsychiatry
Applicable Stat Bonuses: Re/MeSecond Aid
Applicable Stat Bonuses: Re/MeSurgery
Applicable Stat Bonuses: Re/MeTachyon Physics
Applicable Stat Bonuses: Re/MeTemporaVOimensional Physics
Applicable Stat Bonuses: Re/MeZoology
Applicable Stat Bonuses: Re/MeEmpathy
Empathy
Psion Types: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 |
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 |
Interface
Interface
Psion Types: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 |
Optional Psions
| Level | Name | Range | Duration | type |
| 35 | Assimilate Data | Touch | Varies | U |
| 40 | lnput Memory | Touch | Varies | U |
| 60 | Emulate | Self | Concentration | U |
Mind's Truth
Mind's Truth
Psion Types: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 |
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 |
Mind Detection
Mind Detection
Psion Types: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 |
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 |
Mind's Eye
Mind's Eye
Psion Types: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 |
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 |
Mind in the Past
Mind in the Past
Psion Types: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 |
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 |
Telekinetics
Telekinetics
Psion Types: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 |
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 |
Mind into Energy
Mind into Energy
Psion Types: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 |
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 |
Mind over Matter
Mind over Matter
Psion Types: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 |
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 |
Armor
Armor
Psion Types: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 |
Optional Psions
| Level | Name | Range | Duration | type |
| 40 | Hull Armoring III | Touch | Concentration | F |
| 60 | Hull Armoring V | Touch | Concentration | F |
Telepathy
Telepathy
Psion Types: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 * |
Optional Psions
| Level | Name | Range | Duration | type |
| 60 | Lord Telepath True | Varies | 10 min / lvl | I * |
Concealment
Concealment
Psion Types: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 |
Thought Master
Thought Master
Psion Types: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 |
Possession
Possession
Psion Types: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 |
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 |
Voice
Voice
Psion Types: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 |
Mind Assault
Mind Assault
Psion Types: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 * |
Optional Psions
| Level | Name | Range | Duration | type |
| 20 | Lord Mind Shout | 30 m | Varies | M |
| 40 | Death's Shout | 300 m | Varies | M |
Thought into Pain
Thought into Pain
Psion Types: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 |
Illusion
Illusion
Psion Types: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 |
Mind's Defense
Mind's Defense
Psion Types: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 * |
Mind Discipline
Mind Discipline
Psion Types: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 |
Teleportation
Teleportation
Psion Types: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 |
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 |
Body Discipline
Body Discipline
Psion Types: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 * |
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 * |
Changing
Changing
Psion Types: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 |
Optional Psions
| Level | Name | Range | Duration | type |
| 90 | Metamorphosis | Self | 1 hr / lvl | P |
Metabolic Control
Metabolic Control
Psion Types: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 * |
Optional Psions
| Level | Name | Range | Duration | type |
| 25 | Rejuvenate | Self | Varies | H |
| 60 | Rejuvenation | Self | Permanent | H |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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).
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.
This category encompasses normal cloth attire, robes, unarmored environmental suits and normal animal hides.
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.
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
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
Power Cells
Energy Cells
Cells are generally small pods of negligable weight.
The various power cells include: Utility Cells, Weapon Cells and Flamer Cells
The various power cells include: Utility Cells, Weapon Cells and Flamer 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
The various power cartridges include: Utility Cartridges, Weapon Cartridges and Flamer Cartridges
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
The various power packs include: Utility Packs, Weapon Packs and Flamer Packs
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.
There are two types of Microfusion Reactors: Utility Reactors and Weapon Reactors.
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.
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.
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.
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.
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.
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.
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.
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.
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#)
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#
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
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
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
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
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
Requires 1 Utility Catridge
Repair ScannerThe 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
Requires 1 Utility Catridge
Tactical ScannerA 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
Requires 1 Utility Cell
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
Requires 1 Utility Cell
Ultra GogglesLike the Lenses below, except these are less expensive, and reduce Perception by 20.
Requires 0 Utility Cell
Requires 0 Utility Cell
Ultra LensesThese combine the features of Infra-red and Light Filter lenses. Must be custom-fitted (included in price).
Requires 0 Utility Cell
Requires 0 Utility Cell
Security ScannerThis 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
Requires 2 Utility Cells
Medical Equipment
Medical ScannerA 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
Requires 1 Utility Cartridge
Diagnostic ComputerAbout 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
Requires 2 Utility Cells
Dermal CloserReleasing 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
Requires 1 Utility Cell
Tissue KnitterWorking 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
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
Requires 3 Utility Cells
Arterial SealerAgain, 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
Requires 1 Utility Cell
LaseknifeUtilizing 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
Requires 1 Utility Cell
Preservation UnitThis 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
Requires 1 Utility Pack
InstasplintAn 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
Requires No Power
lnstacastMore 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
Requires No Power
Skeletal Field KnitterThe 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
Requires 3 Utility Cells
Medtab ApplicatorThis 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
Requires 1 Utility Cell
Auto Tab ApplicatorThis 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
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
Recreational Tabs
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
Surgical Dermal Closer
Surgical Tissue Knitter
Surgical Regenergun
Surgical Arterial Sealer
Laser Scalpel
Medical Function Bed
Medstasis Bed
ScannerbedA 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 CloserThis device is capable of healing 5 concussion hits per round.
(Medium [+0])
(Medium [+0])
Surgical Tissue KnitterCan heal torn (but not destroyed) muscle, tendon and cartilage, and any bone breaks - including shatters.
(Hard [-10])
(Hard [-10])
Surgical RegenergunThe 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])
(Very Hard [-20])
Surgical Arterial SealerA 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])
(Hard [-10])
Laser ScalpelAn 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])
(Hard [-10])
Medical Function BedThe 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 BedEssentially 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 Disks2cm 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.
HolocameraAble 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.
Requires 1 Utility Cell.
Hologlass5x 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.
HoloviewerBasically 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.
Requires 1 Utility Cell.
Memory Disk ViewerSlightly 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.
Requires 1 Utility Cell.
Memory disksFor 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 RecorderAbout 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.
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.
Requires 1 Utility Cell.
Viewer With EnhanceSimilar 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.
Requires 1 Utility Cell.
Tools
Laser Cutter WelderA 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.
Requires 1 Utility Cartridge.
Heavy Cutter WelderThe 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.
Requires 1 Utility Pack.
Standard ToolsAn assortment of lightweight alloy wrenches and other tools capable of performing normal mechanical repairs.
Molec BoardsThe 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-plateA 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.
Requires 1 Utility Cell.
Molec Board EtcherUsed 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.
Requires 1 Utility Cell.
Memory Switch PanelsStandardized control panels (20 in a pack) which can be utilized to replace damaged or defective control panels and readout displays.
Small Tool KitContains: - Laser Cutter Welder, Standard Tools, Molec Boards and an Infra Plate.
Master Tool KitContains 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 ShelterCapable 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 System10 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.
Requires 4 Utility Cells.
Portable BedAn 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.
Requires 1 Utility Cell.
Pressure TentSimilar 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.
Requires 1 Utility Cell.
TentHolds 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 Pack6cm 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 CompressorA 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.
Requires 2 Utility Cells.
CoolpackMounts 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.
Requires 1 Utility Cell.
Filter MaskFor 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.
Requires 1 Utility Cell.
Filtered CompressorA 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.
Requires 2 Utility Cells.
FoodpackA 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.
GillpackFor 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.
Requires 1 Utility Cell.
Micro-ovenA miniature ( 30 x 30 x 20cm) microwave oven, suitable for field use.
Requires 1 Utility Cartridge.
Requires 1 Utility Cartridge.
Ration TubeA 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.
InstamealsMore 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 AccumulatorA 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.
Requires 1 Utility Cell.
Grav Belt ModulatorAlso 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.
Requires 1 Utility Cell / 10kgs mass.
Grav beltNot 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.
Requires 1 Utility Pack.
Grav-packA 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.
Requires 1 Utility Cell.
GravchuteA 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.
Requires 2 Utility Cells.
Heat Dissipation GearSurvival 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.
Requires 1 Utility Cell.
Reflective CoverallsAn 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
Research Reference
Technical Reference
General Purpose Software
Astrogation Reference
Pilot Interface
Robots
Service BotThe 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 BotLess 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 BotProbably 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 IThree 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 IISlightly 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 IIIPerhaps 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 412The 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) ScoutThe 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.
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
Virtual Humanatronics
Humandyne Industries
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 metersGround 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.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.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 metersExplorers
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.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'.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
Prop Planes
GravProp Planes
High Speen Jets
Gravitic Flitter
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.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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Weapons
| Item | Category | Type | Local | Production | Max Range | Fail Roll | Cost |
|---|---|---|---|---|---|---|---|
| 5mm Light Pistol | Con Pistol | 1H Proj | All | 1 day | 50m | 1/2 | $50 |
| 10mm Medium Pistol | Con Pistol | 1H Proj | All | 1 day | 80m | 1/2 | $80 |
| 12mm Heavy Pistol | Con Pistol | 1H Proj | All | 1 day | 100m | 1/2 | $100 |
| 5mm Light Machine Gun | Con Machine Pistol | 1H Proj | Town | 1 day | 50m | 1/2/3 | $350 |
| 10mm Medium Machine Pistol | Con Machine Pistol | 1H Proj | Town | 1 day | 80m | 1/2/3 | $600 |
| 5mm Light Rifle | Con Rifle | 2H Proj | All | 1 day | 150m | 1/2 | $250 |
| 10mm Medium Rifle | Con Rifle | 2H Proj | All | 1 day | 500m | 1/2 | $400 |
| 12mm Heavy Rifle | Con Rifle | 2H Proj | All | 1 day | 700m | 1/2 | $500 |
| 5mm Light Assault Rifle | Con Assault Rifles | 2H Proj | Town | 1 day | 100m | 1/2/3 | $350 |
| 10mm Medium Assault Rifle | Con Assault Rifles | 2H Proj | Town | 1 day | 400m | 1/2/3 | $500 |
| 10mm Light Machine Gun | Con Machine Guns | Sup Proj | Town | 1 day | 500m | 1/2/3 | $800 |
| 10mm Medium Machine Gun | Con Machine Guns | Sup Proj | Town | 1 day | 800m | 1/2/3 | $1200 |
| 12mm Medium Machine Gun | Con Machine Guns | Sup Proj | Town | 1 day | 1000m | 1/2/3 | $1500 |
| 15mm & Sawed-off Shotgun | Con Shotguns | 2H Proj | All | 1 day | 60m | 1/2/3 | $250 |
| 15mm Autoshotgun | Con Shotguns | 2H Proj | All | 1 day | 30m | 1/2/3 | $700 |
| 20mm & Sawed-off Shotgun | Con Shotguns | 2H Proj | All | 1 day | 50m | 1/2/3 | $300 |
| 20mm Autoshotgun | Con Shotguns | 2H Proj | Town | 1 day | 80m | 1/2/3 | $900 |
| Needle Pistol | Needleguns | 1H Proj | Town | 1 day | 30m | 1/2/3/4 | $400 |
| Needle Carbine | Needleguns | 2H Proj | Town | 1 day | 35m | 1/2/3/4 | $1000 |
| Needle Rifle | Needleguns | 2H Proj | Town | 1 day | 40m | 1/2/3/4 | $1600 |
| Tangle Pistol | Tangleguns | 1H Proj | Town | 1 day | 10m | 1/2 | $700 |
| Tangle Carbine | Tangleguns | 2H Proj | Town | 1 day | 30m | 1/2 | $1300 |
| Tangle Rifle | Tangleguns | 2H Proj | Town | 1 day | 60m | 1/2/3/4 | $1800 |
| Taser Pistol | Tasergun | 1H Proj | Town | 1 day | 5m | 1/2/3/4/5 | $600 |
| Taser Carbine | Tasergun | 2H Proj | Town | 1 day | 30m | 1/2/3/4/5 | $1200 |
| Taser Rifle | Tasergun | 2H Proj | Town | 2 days | 100m | 1/2/3/4/5 | $1800 |
| Rocket Pistol | Rocketguns | 1H Proj | Town | 1 day | 900m | 1/2/3/4 | $400 |
| Rocket Carbine | Rocketguns | 2H Proj | Town | 1 day | 900m | 1/2/3/4 | $900 |
| Rocket Rifle | Rocketguns | 2H Proj | Town | 1 day | 900m | 1/2/3/4 | $1500 |
| MLA (Linex) Pistol | Magnetic Linear Accelerators | 1H Proj | City | 1 day | 1000m | 1/2/3/4/5 | $800 |
| MLA (Linex) Rifle | Magnetic Linear Accelerators | 2H Proj | City | 2 days | 2000m | 1/2/3/4/5 | $2000 |
| Grenade Rifle | Grenade Launchers | Launch | City | 1 day | 100m | 1/2 | $1000 |
| RPG Launcher | Rocket Propelled Grenade Launchers | Launch | City | 2 days | 600m | 1/2 | $1200 |
| PML | Portable Missile Launchers | Launch | City | 2 days | as ammo | 1/2 | $1400 |
| PML Quad | Portable Missile Launchers | Launch | City | 2 days | as ammo | 1/2 | $1800 |
| PML Autofeed | Portable Missile Launchers | Launch | City | 2 days | as ammo | 1/2 | $2400 |
| Mini Laser | Lasers | 1H Energy | Town | 1 day | 15m | 1/2/3/4/5/6/7 | $120 |
| Laser Pistol | Lasers | 1H Energy | Town | 1 day | 200m | 1/2/3/4/5/6/7 | $250 |
| Assault Laser | Lasers | 2H Energy | Town | 1 day | 300m | 1/2/3/4/5/6/7 | $500 |
| Laser Rifle | Lasers | 2H Energy | Town | 1 day | 400m | 1/2/3/4/5/6/7 | $750 |
| Heavy Laser | Lasers | Sup Energy | City | 1 day | 2000m | 1/2/3/4/5/6/7 | $1000 |
| Mini Blaster | Blaster | 1H Energy | Town | 1 day | 15m | 1/2/3/4/5/6/7 | $150 |
| Blast Pistol | Blaster | 1H Energy | Town | 1 day | 120m | 1/2/3/4/5/6/7 | $300 |
| Assault Blaster | Blaster | 2H Energy | City | 2 days | 150m | 1/2/3/4/5/6/7 | $550 |
| Blast Rifle | Blaster | 2H Energy | City | 2 days | 250m | 1/2/3/4/5/6/7 | $800 |
| Heavy Blaster | Blaster | Sup Energy | City | 2 days | 1000m | 1/2/3/4/5/6/7 | $1200 |
| Mini Flamer | Flamer | 1H Energy | Town | 1 day | 5m | 1/2/3/4/5 | $100 |
| Flame Pistol | Flamer | 1H Energy | Town | 1 day | 15m | 1/2/3/4/5 | $200 |
| Assault Flamer | Flamer | 2H Energy | City | 2 days | 30m | 1/2/3/4/5 | $400 |
| Flame Rifle | Flamer | 2H Energy | City | 2 days | 60m | 1/2/3/4/5 | $650 |
| Heavy Flamer | Flamer | Sup Energy | City | 2 days | 120m | 1/2/3/4/5 | $900 |
| Force Knife | Energy Melee | 1 Handed | City | 2 days | 1/2/3/4/5/6 | $500 | |
| Power Sword | Energy Melee | 2 Handed | City | 2 days | 1/2/3/4/5/6/7/8/9 | $3000 | |
| Mini Stunner | Stunner | 1H Energy | Town | 1 day | 10m | 1/2/3/4/5 | $120 |
| Stun Pistol | Stunner | 1H Energy | Town | 1 day | 50m | 1/2/3/4/5 | $260 |
| Assault Stunner | Stunner | 2H Energy | City | 2 days | 100m | 1/2/3/4/5 | $550 |
| Stun Rifle | Stunner | 2H Energy | City | 2 days | 200m | 1/2/3/4/5 | $800 |
| Heavy Stunner | Stunner | Sup Energy | City | 2 days | 300m | 1/2/3/4/5 | $1100 |
| Mini Disruptor | Disruptor | 1H Energy | Town | 1 day | 10m | 1/2/3/4/5 | $300 |
| Disruptor Pistol | Disruptor | 1H Energy | Town | 1 day | 50m | 1/2/3/4/5 | $700 |
| Assault Disruptor | Disruptor | 2H Energy | City | 2 days | 100m | 1/2/3/4/5 | $1200 |
| Disruptor Rifle | Disruptor | 2H Energy | City | 2 days | 200m | 1/2/3/4/5 | $1500 |
| Heavy Disruptor | Disruptor | Sup Energy | City | 3 days | 300m | 1/2/3/4/5 | $2000 |
| Mini Struptor | Struptorgun | 1H Energy | City | 2 days | as settings | as settings | $500 |
| Struptor Pistol | Struptorgun | 1H Energy | City | 2 days | as settings | as settings | $1000 |
| Assault Struptor | Struptorgun | 2H Energy | City | 3 days | as settings | as settings | $2000 |
| Struptor Rifle | Struptorgun | 2H Energy | City | 3 days | as settings | as settings | $2800 |
| Heavy Struptor | Struptorgun | Sup Energy | City | 4 days | as settings | as settings | $3500 |
| Plasma Repeator Rifle | Plamatic Repeator | 2H Energy | City | 4 days | 100m | 1/2/3/4/5/6/7/8/9 | $4500 |
| Heavy Plasma Repeator | Plamatic Repeator | Sup Energy | City | 5 days | 250m | 1/2/3/4/5/6/7/8/9 | $6000 |
Ammunition
| Item | Category | Quantity | Local | Notes | Cost |
|---|---|---|---|---|---|
| General Purpose Rounds | 5mm | 10 | Town | $5 | |
| General Purpose Rounds | 10mm | 10 | Town | $8 | |
| General Purpose Rounds | 12mm | 10 | Town | $10 | |
| Armor Piercing Rounds | 5mm | 10 | Town | $6 | |
| Armor Piercing Rounds | 10mm | 10 | Town | $10 | |
| Armor Piercing Rounds | 12mm | 10 | Town | $12 | |
| High Explosive Rounds | 5mm | 10 | Town | $7 | |
| High Explosive Rounds | 10mm | 10 | Town | $11 | |
| High Explosive Rounds | 12mm | 10 | Town | $13 | |
| High Explosive Armor Piercing Rounds | 5mm | 10 | Town | $10 | |
| High Explosive Armor Piercing Rounds | 10mm | 10 | Town | $15 | |
| High Explosive Armor Piercing Rounds | 12mm | 10 | Town | $20 | |
| Standard Needle Gun Rounds | Pistol | 10 | Town | $5 | |
| Standard Needle Gun Rounds | Carbine | 10 | Town | $15 | |
| Standard Needle Gun Rounds | Rifle | 10 | Town | $25 | |
| Shotgun Rounds | 15mm | 6 | Town | $5 | |
| Shotgun Rounds | 20mm | 6 | Town | $10 | |
| Tangle Gun Rounds | Pistol | 3 | Town | $30 | |
| Tangle Gun Rounds | Carbine | 3 | Town | $60 | |
| Tangle Gun Rounds | Rifle | 3 | Town | $90 | |
| Taser Ammo | Pistol | 5 | Town | $30 | |
| Taser Ammo | Carbine | 5 | Town | $150 | |
| Taser Ammo | Rifle | 5 | City | $150 | |
| General Purpose Grenades | Type 1 | 1 | City | 1m / MK# | $5 / MK# |
| General Purpose Grenades | Type 2 | 1 | City | 2m / MK# | $10 / MK# |
| General Purpose Grenades | Type 3 | 1 | City | 3m / MK# | £30 / MK# |
| Concussion Grenades | Type 1 | 1 | City | 1m / MK# | $5 / MK# |
| Concussion Grenades | Type 2 | 1 | City | 2m / MK# | $10 / MK# |
| Concussion Grenades | Type 3 | 1 | City | 3m / MK# | £30 / MK# |
| Sharnel Grenades | Type 1 | 1 | City | 1m / MK# | $5 / MK# |
| Sharnel Grenades | Type 2 | 1 | City | 2m / MK# | $10 / MK# |
| Sharnel Grenades | Type 3 | 1 | City | 3m / MK# | £30 / MK# |
| Plasma Grenades | Type 1 | 1 | City | 1m / MK# | $15 / MK# |
| Plasma Grenades | Type 2 | 1 | City | 2m / MK# | $30 / MK# |
| Plasma Grenades | Type 3 | 1 | City | 3m / MK# | $90 / MK# |
| Smoke Grenades | Type 1 | 1 | City | 2m / MK# | $2 / MK# |
| Smoke Grenades | Type 2 | 1 | City | 4m / MK# | $4 / MK# |
| Smoke Grenades | Type 3 | 1 | City | 6m / MK# | $12 / MK# |
| Anti Laser Aerosol Grenades | Type 1 | 1 | City | 1m / MK# | $8 / MK# |
| Anti Laser Aerosol Grenades | Type 2 | 1 | City | 2m / MK# | $16 / MK# |
| Anti Laser Aerosol Grenades | Type 3 | 1 | City | 3m / MK# | $48 / MK# |
| Standard Unguided Missle | as warhead | 1 | City | as warhead | 10x /MK# of warhead |
| Standard Guided Missle | as warhead | 1 | City | as warhead | 20x /MK# of warhead |
Personal
| Item | Category | Quantuty | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Calculator Unit | Personal Item | 1 | Town | 1 day | $10 | |
| Chronometer | Personal Item | 1 | Town | 1 day | $1 - $50 | |
| Computer Map | Personal Item | 1 | Town | 1 day | $60 | |
| Distance Lenses | Personal Item | 1 | Town | 1 day | $20 | |
| Earphone Communicator | Personal Item | 1 | Town | 1 day | $25 | |
| Elmonit Card | Personal Item | 1 | City | 1 day | $5 | |
| Glowglobe | Personal Item | 1 | Town | 1 day | $1 | |
| Ident Disk (replacement) | Personal Item | 1 | City | 1 day | $200 | |
| Infra-Goggles | Personal Item | 1 | City | 1 day | $20 | |
| Infra-Lenses | Personal Item | 1 | City | 1 day | $150 | |
| Light Filter Lenses | Personal Item | 1 | City | 1 day | $60 | |
| Light Rod | Personal Item | 1 | Town | 1 day | $5 | |
| Magnetic Compass | Personal Item | 1 | Town | 1 day | $3 | |
| Makeover Kit | Personal Item | 1 | Town | 1 day | $45 | |
| Microcomputer | Personal Item | 1 | City | 1 day | MK# 1 | $40 |
| Microcomputer | Personal Item | 1 | City | 1 day | MK# 2 | $80 |
| Microcomputer | Personal Item | 1 | City | 1 day | MK# 3 | $120 |
| Microcomputer | Personal Item | 1 | City | 1 day | MK# 4 | $160 |
| Molecutronic Scrambler | Personal Item | 1 | City | 2 days | MK# 1-50 | $200 / MK# |
| Personal EW Generator | Personal Item | 1 | City | 2 days | $2500 | |
| Pocket Communicator | Personal Item | 1 | Town | 1 day | $30 | |
| Poison Detector | Personal Item | 1 | City | 1 day | $500 | |
| Psion Damping Gear | Personal Item | 1 | City | 2 days | $1000+ | |
| Multiscanner | Scanner | 1 | City | 1 day | $800 | |
| Repair Scanner | Scanner | 1 | City | 1 day | $700 | |
| Tactical Scanner | Scanner | 1 | City | 1 day | $300 | |
| Security Scanner | Scanner | 1 | City | 1 day | Type 1 | $500 |
| Security Scanner | Scanner | 1 | City | 1 day | Type 2 | $2000 |
| Security Scanner | Scanner | 1 | City | 1 day | Type 3 | $8000+ |
| Signal Beacon | Personal Item | 1 | Town | 1 day | $10 | |
| Ultra Goggles | Personal Item | 1 | City | 1 day | $80 | |
| Ultra Lenses | Personal Item | 1 | City | 2 days | $350 |
Field Medical
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Medical Scanner | Scanner | 1 | City | 1 day | $850 | |
| Diagnostic Computer | Medical | 1 | City | 2 days | Mk# 5 | $1200 |
| Dermal Closer | Medical | 1 | City | 2 days | $200 | |
| Tissue Knitter | Medical | 1 | City | 2 days | $350 | |
| Regenergun | Medical | 1 | City | 3 days | $400 | |
| Arterial Sealer | Medical | 1 | City | 2 days | $400 | |
| Laserknife | Medical | 1 | City | 1 day | $250 | |
| Preservation Unit | Medical | 1 | City | 3 days | $500 | |
| Instasplint | Medical | 1 | City | 1 day | $20 | |
| Instracast | Medical | 1 | City | 1 day | $30 | |
| Skeletal Field Knitter | Medical | 1 | City | 2 days | $800 | |
| Medtab Applicator | Medical | 1 | City | 2 days | holds 10 tabs | $80 |
| Auto Tab Aplicator | Medical | 1 | City | 2 days | Holds 10 tabs | $200 |
Software Data
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Audio Discs | Data Storage | 1 | Town | 1 day | 20 hrs recording | $2 |
| Holocamera | Digital Device | 1 | Town | 1 day | $50 | |
| Hologlass | Data Storage | 1 | Town | 1 day | Stores 20 images | $15 |
| Holoviewer | Digital Device | 1 | Town | 1 day | $30 | |
| Memory Disk Viewer | Digital Device | 1 | City | 1 day | $70 | |
| Memory Disks | Data Storage | 1 | Town | 1 day | Stores 100 hrs recording | $20 |
| Memory Recorder | Digital Device | 1 | Town | 1 day | $120 | |
| Audio Recorder | Digital Device | 1 | Town | 1 day | $40 | |
| Viewer with Enhance | Digital Device | 1 | City | 1 day | $150 |
Tools
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Laser Cutter / Welder | Tools | 1 | Town | 1 day | $150 | |
| Heavy Cutter / Welder | Tools | 1 | City | 2 days | $250 | |
| Standard Tools | Tools | 1 | Town | 1 day | $100 | |
| Molec Boards | Tools | 10 | Town | 1 day | $300 | |
| Infr-plate | Tools | 1 | Town | 1 day | $200 | |
| Molec Board Etcher | Tools | 1 | Town | 1 day | $500 | |
| Memory Switch Panel | Tools | 20 | City | 1 day | $400 | |
| Small Tool Kit | Tools | 1 | Town | 1 day | $800 | |
| Master Tool Kit | Tools | 1 | City | 1 day | $3000 |
Medical Tabs
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Alerlene | Medical Tab | 10 | Town | 1 day | AF 10 | $150 |
| Amboathorphin | Medical Tab | 10 | Town | 2 days | AF 15 | $230 |
| Anacept | Medical Tab | 10 | Town | 3 days | AF 01 | $300 |
| Andeline | Medical Tab | 10 | Town | 1 day | AF 10 | $100 |
| Andrex | Medical Tab | 10 | Town | 5 days | AF 50 | $550 |
| Antirad I | Medical Tab | 10 | City | 10 days | AF 35 | $1000 |
| Antirad II | Medical Tab | 10 | City | 10 days | AF 35 | $2000 |
| Antirad III | Medical Tab | 10 | City | 10 days | AF 35 | $3000 |
| Antirad IV | Medical Tab | 10 | City | 10 days | AF 35 | $4000 |
| Antirad V | Medical Tab | 10 | City | 10 days | AF 35 | $5000 |
| Arelenex | Medical Tab | 10 | Town | 1 day | AF 10 | $15 |
| Decilage | Medical Tab | 10 | Town | 6 days | AF 15 | $600 |
| Doseline | Medical Tab | 10 | Town | 1 day | AF 80 | $50 |
| Fir-Queline | Medical Tab | 10 | Town | 1 day | AF 05 | $100 |
| Hemoflux | Medical Tab | 10 | Town | 1 day | AF 20 | $120 |
| Hydravol | Medical Tab | 10 | Town | 1 day | AF 25 | $20 |
| Interferon IV | Medical Tab | 10 | Town | 1 day | AF 10 | $100 |
| Jirolene | Medical Tab | 10 | Town | 1 day | AF 70 | $2 |
| Korteline | Medical Tab | 10 | Town | 2 days | AF 20 | $250 |
| Luryadrenaline | Medical Tab | 10 | Town | 1 day | AF 05 | $100 |
| Perserverine Compound | Medical Tab | 10 | Town | 1 day | AF 70 | $120 |
| Quedella Phi | Medical Tab | 10 | Town | 1 day | AF 00 | $90 |
| Rebellis | Medical Tab | 10 | Town | 6 days | AF 20 | $650 |
| Regenex II | Medical Tab | 10 | Town | 2 days | AF 00 | $250 |
| Stirene | Medical Tab | 10 | Town | 1 day | AF 10 | $25 |
| Teledrine | Medical Tab | 10 | City | 10 days | AF 20 | $1000 |
| Thagorex III | Medical Tab | 10 | Town | 1 day | AF 15 | $10 |
| Torethene | Medical Tab | 10 | Town | 1 day | AF 10 | $150 |
| Triadrenaline | Medical Tab | 10 | Town | 2 days | AF 80 | $200 |
| Tyreline | Medical Tab | 10 | Town | 5 days | AF 100 | $500 |
| Verex Compaound | Medical Tab | 10 | Town | 1 day | AF 25 | $100 |
| Virlene | Medical Tab | 10 | Town | 1 day | AF 30 | $50 |
| Yuthix | Medical Tab | 10 | City | 20 days | AF 100 | $2000 |
| Gorteline | Recreational Tab | 10 | Town | 2 days | AF 50 | $200 |
| Mertinel | Recreational Tab | 10 | Town | 1 day | AF 00 | $1 |
| Myrine | Recreational Tab | 10 | Town | 1 day | AF 10 | $50 |
| Siradrel | Recreational Tab | 10 | Town | 2 days | AF 20 | $200 |
| Urlene | Recreational Tab | 10 | Town | 3 days | AF 80 | $300 |
Infirmary Equipment
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Scanner Bed | Infirmary | 1 | City | 10 days | Human Size | $20000 |
| Surgical Dermal Closer | Infirmary | 1 | City | 2 days | $1200 | |
| Surgical Tissue Knitter | Infirmary | 1 | City | 2 days | $1800 | |
| Surgical Regenergun | Infirmary | 1 | City | 3 days | $2200 | |
| Surgical Arterial Sealer | Infirmary | 1 | City | 3 days | $2000 | |
| Laser Scalple | Infirmary | 1 | City | 2 days | $1600 | |
| Medical Fuction Bed | Infirmary | 1 | City | 20 days | Human Size | $200000 |
| Medstasis Bed | Infirmary | 1 | City | 12 days | Human Size | $25000 |
| Prosthetics | Infirmary | 1 | City | varies | varies | varies |
Armor / Shields
| Item | Category | Quantity | Local | Production | AT / Notes | Cost |
|---|---|---|---|---|---|---|
| Environmental Suit | Armor | 1 | Town | 1 day | $750 | |
| LBA Flak Vest | Armor | 1 | Town | 1 day | AT 5 | $80 |
| LBA Extended Flak Vest | Armor | 1 | Town | 1 day | AT 6 | $100 |
| LBA Reinforced Flak Vest | Armor | 1 | Town | 1 day | AT 7 | $150 |
| LBA Reinforced Flak Armor | Armor | 1 | Town | 1 day | AT 8 | $200 |
| ABS Pliable Breastplate | Armor | 1 | Town | 2 days | AT 9 | $1000 |
| ABS Pliable Breastplate and Greaves | Armor | 1 | Town | 2 days | AT 10 | $1300 |
| ABS Pliable Half Plate | Armor | 1 | Town | 2 days | AT 11 | $1500 |
| ABS Pliable Full Plate | Armor | 1 | Town | 2 days | AT 12 | $1700 |
| ABS Mesh Shirt | Armor | 1 | Town | 2 days | AT 13 | $1500 |
| ABS Mesh Shirt and Greaves | Armor | 1 | Town | 2 days | AT 14 | $1800 |
| ABS Full Mesh | Armor | 1 | City | 2 days | AT 15 | $2000 |
| ABS Battle Mesh | Armor | 1 | City | 3 days | AT 16 | S2200 |
| AEX Exoskeleton Breastplate | Armor | 1 | City | 4 days | AT 17 | $3000 |
| AEX Exoskeleton Breastplate and Greaves | Armor | 1 | City | 4 days | AT 18 | $3200 |
| AEX Half Exoskeleton | Armor | 1 | City | 4 days | AT 19 | $3500 |
| AEX Fill Armored Exoskeleton | Armor | 1 | City | 5 days | AT 20 | S4000 |
| Velocity Shield | Shield | 1 | Town | 2 days | chestpack | $2000 |
| Deflector Shield | Shield | 1 | Town | 2 days | chestpack | $2000 |
| Absorption Shield | Shield | 1 | Town | 2 days | chestpack | $2000 |
| Barrier Shield | Shield | 1 | Town | 5 days | chestpack | $15000 |
| Velocity Shield | Shield | 1 | City | 8 days | belt | $8000 |
| Deflector Shield | Shield | 1 | City | 8 days | belt | $8000 |
| Absorption Shield | Shield | 1 | City | 8 days | belt | $8000 |
| Barrier Shield | Shield | 1 | City | 30 days | belt | $60000 |
| Antipsi Helmet | Helm | 1 | City | 5 days | $5000 / MK# | |
| Riot Shield | Shield | 1 | City | 2 days | $2000 | |
| Sentinel Helmet | Helm | 1 | City | 1 day | $400 |
Survival
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Collapsible Shelter | Shelter | 1 | Town | 1 day | $150 | |
| Life Support System | Shelter | 1 | Town | 1 day | $50 | |
| Portable Bed | Shelter | 1 | Town | 1 day | $6 | |
| Preasure Tent | Shelter | 1 | Town | 1 day | $90 | |
| Tent | Shelter | 1 | Town | 1 day | $20 | |
| Air Pack | Sustanance | 1 | Town | 1 day | $5 | |
| Atmospheric Compressor | Sustanance | 1 | Town | 1 day | $10 | |
| Coolpack | Sustanance | 1 | Town | 1 day | $5 | |
| Filter Mask | Sustanance | 1 | Town | 1 day | $5 | |
| Filtered Compressor | Sustanance | 1 | Town | 1 day | $15 | |
| Foodpack | Sustanance | 1 | Town | 1 day | $5 | |
| Gillpack | Sustanance | 1 | Town | 1 day | $50 | |
| Micro-oven | Sustanance | 1 | Town | 1 day | $30 | |
| Ration Tube | Sustanance | 1 | Town | 1 day | $2 | |
| Instameals | Sustanance | 1 | Town | 1 day | $10 | |
| Water Accumulator | Sustanance | 1 | Town | 1 day | $5 | |
| Grav Belt Modulator | Misc Gear | 1 | Town | 1 day | $50 | |
| Grav Belt | Misc Gear | 1 | City | 4 days | $3500 | |
| Grav-pack | Misc Gear | 1 | Town | 1 day | $20 | |
| Gravchute | Misc Gear | 1 | Town | 1 day | $25 | |
| Heat Disspation Gear | Misc Gear | 1 | Town | 1 day | $75 | |
| Reflective Coveralls | Misc Gear | 1 | Town | 1 day | $170 |
Power Cells
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Utility Cell | Power Cell | 1 | Town | 1 day | $5 | |
| Weapon Cell | Power Cell | 1 | Town | 1 day | $8 | |
| Flamer Cell | Power Cell | 1 | Town | 1 day | $5 | |
| Utility Cartridge | Power Cartridge | 1 | Town | 1 day | $30 | |
| Weapon Cartridge | Power Cartridge | 1 | Town | 1 day | $50 | |
| Flammer Cartridge | Power Cartridge | 1 | Town | 1 day | $15 | |
| Utility Pack | Power Pack | 1 | Town | 1 day | $100 | |
| Weapon Pack | Power Pack | 1 | Town | 1 day | $200 | |
| Flammer Pack | Power Pack | 1 | Town | 1 day | $60 | |
| Utility Reactor | Reactor Pack | 1 | Town | 2 days | $1000 | |
| Weapon Reactor | Reactor Pack | 1 | City | 2 days | $1200 |
Foods
| Item | Category | Quantity | Local | Production | Cost |
|---|---|---|---|---|---|
| Beef (Jerked) | Preserved Foods | 1 lb | All | 1 day production | $2 |
| Beef (Salted) | Preserved Foods | 1 lb | Town | 1 day production | $2 |
| Beef (Smoked) | Preserved Foods | 1 lb | All | 1 day production | $2 |
| Breakfast Cereal | Pre Packed Foods | 1 lb | Town | 1 day production | $3 |
| Candy | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Chewing Gum | Pre Packed Foods | 4 oz | Town | 1 day production | $1 |
| Chocolate Bar | Pre Packed Foods | 4 oz | Town | 1 day production | $1 |
| Cider (Fresh Apple) | Beverages | 1 pt | All | 1 day production | $2 |
| Cocoa | Pre Packed Foods | 1 lb | Town | 1 day production | $2 |
| Coffee Beans | Pre Packed Foods | 1 lb | Town | 1 day production | $5 |
| Condensed Milk | Pre Packed Foods | 1 lb | Town | 1 day production | $3 |
| Cooking Oil | Pre Packed Foods | 1 qt | Town | 1 day production | $2 |
| Crackers | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Evaporated Milk | Pre Packed Foods | 1 lb | Town | 1 day production | $2 |
| Fish (Canned) | Pre Packed Foods | 0.5 lb | All | 1 day production | $3 |
| Fish (Salted) | Preserved Foods | 1 lb | Town | 1 day production | $2 |
| Flour (Corn Meal) | Pre Packed Foods | 1lb | All | 1 day production | $1 |
| Flour (Oat) | Pre Packed Foods | 1 lb | All | 1 day production | $1 |
| Flour (Rye) | Pre Packed Foods | 5 lbs | All | 1 day production | $3 |
| Flour (Wheat) | Pre Packed Foods | 5 lbs | All | 1 day production | $2 |
| Fruits (Canned) | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Gelatin Dessert | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Jams & Jellies | Pre Packed Foods | 1 lb | Town | 1 day production | $2 |
| Lard | Pre Packed Foods | 1 lb | All | 1 day production | $2 |
| Margarine | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Meat (Canned) | Pre Packed Foods | 1 lb | Town | 1 day production | $2 |
| Milk (Artificial soy) | Dairy Product | 1 qt | Town | 1 day production | $1 |
| Milk (Baby Formula) | Dairy Product | 1 qt | Town | 1 day production | $3 |
| Olive Oil | Pre Packed Foods | 1 qt | Town | 1 day production | $4 |
| Pancake Mix | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Pasta | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Pork (Salted) | Preserved Foods | 1 lb | Town | 1 day production | $2 |
| Pork (Smoked) | Preserved Foods | 1 lb | All | 1 day production | $2 |
| Potato Chips | Pre Packed Foods | 1 lb | Town | 1 day production | $2 |
| Sacchraine | Herbs, Spice & Flavorings | 8 oz | Town | 1 day production | $1 |
| Salmon (Smoked) | Preserved Foods | 1 lb | Town | 1 day production | $2 |
| Soda Pop | Beverages | 0.5 lt | All | 1 day production | $1 |
| Sugar | Herbs, Spice & Flavorings | 1 lb | Town | 1 day production | $1 |
| Syrup Corn | Herbs, Spice & Flavorings | 1 pt | Rural | 1 day production | $1 |
| Syrup Maple | Herbs, Spice & Flavorings | 1 pt | Rural | 1 day production | $6 |
| Syrup Maple | Herbs, Spice & Flavorings | 1 pt | Rural | 1 day production | $3 |
| Tea | Pre Packed Foods | 1 lb | Town | 1 day production | $3 |
| Thyme | Herbs, Spice & Flavorings | 4 oz | All | 1 day production | $1 |
| Vegetables (Canned) | Pre Packed Foods | 1 lb | Town | 1 day production | $1 |
| Artichokes | Vegetables | 1 lb | Rural | 1 hr production | $3 |
| Beens (Dried) | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Beens (Fresh) | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Beets | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Berries | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Butter (Salted) | Dairy Product | 1 lb | Rural | 1 hr production | $1 |
| Cabbage | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Carrots | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Caulifloer | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Cayenne Pepper | Herbs, Spice & Flavorings | 4 oz | Town | 1 hr production | $1 |
| Cherries | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Cinnamon | Herbs, Spice & Flavorings | 4 oz | Town | 1 hr production | $1 |
| Clams / Crabs | Fish | 1 lb | Town | 1 hr production | $4 |
| Cloves | Herbs, Spice & Flavorings | 4 oz | Town | 1 hr production | $1 |
| Dates | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Eggs | Dairy Product | 1 doz | Rural | 1 hr production | $1 |
| Figs | Fruit & Grains | 1 lb | Rural | 1 hr production | $3 |
| Fish (Freshwater) | Fish | 1 lb | Rural | 1 hr production | $2 |
| Fish (Saltwater) | Fish | 1 lb | Town | 1 hr production | $5 |
| Garlic | Herbs, Spice & Flavorings | 4 oz | All | 1 hr production | $1 |
| Ginger | Herbs, Spice & Flavorings | 4 oz | Town | 1 hr production | $2 |
| Grapes | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Honey | Herbs, Spice & Flavorings | 1 lb | All | 1 hr production | $4 |
| Lemons | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Lentils | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Lettus | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Limes | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Melon | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Mint | Herbs, Spice & Flavorings | 4 oz | All | 1 hr production | $1 |
| Mustard Seed | Herbs, Spice & Flavorings | 4 oz | All | 1 hr production | $1 |
| Nutmeg | Herbs, Spice & Flavorings | 4 oz | Town | 1 hr production | $1 |
| Nuts | Fruit & Grains | 1 lb | Rural | 1 hr production | $5 |
| Olives | Fruit & Grains | 1 lb | Rural | 1 hr production | $3 |
| Onions | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Oranges | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Parsley | Herbs, Spice & Flavorings | 4 oz | All | 1 hr production | $1 |
| Parsnips | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Pears | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Peas (Fresh) | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Pepper | Herbs, Spice & Flavorings | 4 oz | Town | 1 hr production | $1 |
| Pineapple | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Plums | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Potatoes | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Radishes | Vegetables | 1 lb | Rural | 1 hr production | $1 |
| Rosemary | Herbs, Spice & Flavorings | 4 oz | All | 1 hr production | $1 |
| Saffron | Herbs, Spice & Flavorings | 4 oz | Town | 1 hr production | $6 |
| Sage | Herbs, Spice & Flavorings | 4 oz | All | 1 hr production | $1 |
| Salt | Herbs, Spice & Flavorings | 1 lb | Town | 1 hr production | $1 |
| Shrimp | Fish | 1 lb | Town | 1 hr production | $6 |
| Strawberries | Fruit & Grains | 1 lb | Rural | 1 hr production | $2 |
| Turnips | Vegetables | 1 lb | All | 1 hr production | $1 |
| Apples | Fruit & Grains | 1 lb | Rural | 1 hr production | $1 |
| Cheese (Average Quality) | Dairy Product | 1 lb | Rural | 1 wk production | $2 |
| Vinegar | Pre Packed Foods | 1 qt | All | 1 wk production | $1 |
| Wine (Champange) | Beverages | 1 lt | All | 1 yr+ production | $15 |
| Wine (Fine) | Beverages | 1 lt | City | 1 yr+ production | $35 |
| Ice Cream Soda | Pre Packed Foods | 8 oz | Town | 15 mins production | $1 |
| Ice Cream Sundae | Pre Packed Foods | 8 oz | Town | 15 mins production | $2 |
| Brandy | Beverages | 1 lt | Town | 2 days production | $35 |
| Cheese (Low Quality) | Dairy Product | 1 lb | Rural | 2 days production | $2 |
| Fish (Dried) | Preserved Foods | 1 lb | Town | 2 days production | $3 |
| Whiskey | Beverages | 1 lt | All | 2 days production | $12 |
| Beef - Other Cut | Fresh Meat | 1 lb | Rural | 2 hrs production | $1 |
| Beef - Roast | Fresh Meat | 1 lb | Rural | 2 hrs production | $2 |
| Beef - Stake | Fresh Meat | 1 lb | Rural | 2 hrs production | $2 |
| Beef - Veal | Fresh Meat | 1 lb | Rural | 2 hrs production | $2 |
| Bread (Rye) | Fresh Bread | 1 lb | All | 2 hrs production | $1 |
| Bread (Wheat) | Fresh Bread | 1 lb | All | 2 hrs production | $1 |
| Bread (white) | Fresh Bread | 1 lb | All | 2 hrs production | $1 |
| Chicken | Fresh Meat | 5 lbs | Rural | 2 hrs production | $1 |
| Cookies | Fresh Bread | 1 doz | All | 2 hrs production | $1 |
| Doughnuts | Fresh Bread | 1 doz | All | 2 hrs production | $1 |
| Duck | Fresh Meat | 5 lbs | Rural | 2 hrs production | $6 |
| Goose | Fresh Meat | 10 lbs | Rural | 2 hrs production | $10 |
| Pastries | Fresh Bread | 1 doz | All | 2 hrs production | $2 |
| Pie | Fresh Bread | 1 lb | All | 2 hrs production | $3 |
| Pork - Bacon | Fresh Meat | 1 lb | Rural | 2 hrs production | $2 |
| Pork - Ham | Fresh Meat | 1 lb | Rural | 2 hrs production | $2 |
| Pork - Loin | Fresh Meat | 1 lb | Rural | 2 hrs production | $2 |
| Pork - Other Cut | Fresh Meat | 1 lb | Rural | 2 hrs production | $1 |
| Turkey | Fresh Meat | 15 lbs | Rural | 2 hrs production | $15 |
| Cheese (Fine Quality) | Dairy Product | 1 lb | Rural | 2 wks production | $4 |
| Wine (Excellent) | Beverages | 1 lt | City | 2 yr+ production | $100 |
| Milk (Cow) | Dairy Product | 1 gal | Rural | 20 mins production | $2 |
| Milk (Goat) | Dairy Product | 1 qt | Rural | 20 mins production | $1 |
| Beer | Beverages | 40 oz | All | 2-4 wks production | $1 |
| Bitter | Beverages | 40 oz | All | 2-4 wks production | $4 |
| Small Beer | Beverages | 40 oz | All | 2-4 wks production | $3 |
| Stout | Beverages | 40 oz | All | 2-4 wks production | $4 |
| Ale | Beverages | 40 oz | All | 2-4 wks production | $4 |
| Butter (Unsalted) | Dairy Product | 1 lb | Rural | 30 mins production | $1 |
| Wine (Avearge) | Beverages | 1 lt | Town | 3-6 months production | $10 |
| Double Beer | Beverages | 40 oz | All | 3-6 wks production | $5 |
| Cider (Fermented Apple) | Beverages | 1 pt | Town | 4-6 wks production | $4 |
| Wine (Poor) | Beverages | 1 lt | Town | 4-6 wks production | $1 |
| Cream | Dairy Product | 1 pt | Rural | 1 day production | $1 |
Survival
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Backpack, small nylon | Outdoor Survival | 1lb, 1cu ft | All | 1 day | $12 | |
| Backpack, medium nylon | Outdoor Survival | 1.5lb, 2cu ft | All | 1 day | $20 | |
| Backpack, Large Nylon | Outdoor Survival | 3lb, 3.5 cu ft | All | 1 day | $30 | |
| Backpack, small canvas | Outdoor Survival | 0.75lb, 1 cu ft | All | 1 day | $30 | |
| Backpack, medium canvas | Outdoor Survival | 1lb, 2 cu ft | All | 1 day | $40 | |
| Backpack, large canvas | Outdoor Survival | 2 lb, 4 cu ft | All | 1 day | $50 | |
| Backpack, aluminium frame | Outdoor Survival | 4lb, 4 cu ft | All | 1 day | $45 | |
| Compass | Outdoor Survival | 1 lb | All | 1 day | $3 | |
| Mess kit, aluminium | Outdoor Survival | 1 lb | Town | 1 day | $20 | |
| Matches (box of 300) | Outdoor Survival | 0.25 lb | All | 1 day | $1 | |
| Shovel, folding | Outdoor Survival | 2.5 - 3 lb | Town | 1 day | $20 | |
| Pick, folding | Outdoor Survival | 2 - 2.5 lb | Town | 1 day | $20 | |
| Tent, 2-man canvas | Outdoor Survival | 45 lb, 5'x6'x4' | Town | 1 day | $76 | |
| Tent, 4-man canvas | Outdoor Survival | 60 lb, 8'x10'x5' | All | 1 day | $220 | |
| Tent, 8-man canvas | Outdoor Survival | 90lb, 14'x17'x6' | All | 1 day | $350 | |
| Mosquito netting | Outdoor Survival | 4lb, 12'x12' | All | 1 day | $25 | |
| Sheepherder's stove | Outdoor Survival | 25 lb, 10"x8"x20" | Town | 1 day | $116 | |
| Camp stove | Outdoor Survival | 7lb | Town | 1 day | $35 | |
| Spit, portable | Outdoor Survival | 15 lb | Town | 1 day | $22 | |
| Fishhook & line | Outdoor Survival | 30' | Town | 1 day | $1 | |
| Fishing rod & reel | Outdoor Survival | 1.5 - 2.5 lb | All | 1 day | $12 | |
| Fishing net, small | Outdoor Survival | 3 - 5 lb, 6'x6' | Town | 1 day | $13 | |
| Fishing net, large | Outdoor Survival | 10 lb, 12'x12' | All | 1 day | $15 | |
| Fish trap | Outdoor Survival | 1lb | All | 1 day | $10 | |
| Animal trap, steel | Outdoor Survival | 1 - 5 lb | All | 1 day | $8 | |
| Blanket, light | Outdoor Survival | 2.5 lb | Town | 1 day | $8 | |
| Blanket, heavy | Outdoor Survival | 6lb | All | 1 day | $23 | |
| Sleeping bag, lightweight | Outdoor Survival | 8 lb | All | 1 day | $20 | |
| Sleeping bag, arctic weight | Outdoor Survival | 20 lb | Town | 1 day | $90 | |
| Hammock, cloth | Outdoor Survival | 2 lb, 4'x8' | Town | 1 day | $35 | |
| Folding cot, cloth & aluminium | Outdoor Survival | 15 lb, 3'x6' | All | 1 day | $100 | |
| Camp stool | Outdoor Survival | 4l lb | Town | 1 day | $13 | |
| Camp chair | Outdoor Survival | 6 lb | Town | 1 day | $40 | |
| Canteen, aluminium (full) | Outdoor Survival | 2 lbx 1 pt | Town | 1 day | $6 | |
| Canteen, aluminium (full) | Outdoor Survival | 5 lb, 1 qt | Town | 1 day | $7 | |
| Canteen, aluminium (full) | Outdoor Survival | 5 lb, 2 qt | Town | 1 day | $9 | |
| Waterskin, nylon (full) | Outdoor Survival | 8 lb, 1 gal | All | 1 day | $23 | |
| Waterskin, nylon (full) | Outdoor Survival | 50 lb, 5 gal | All | 1 day | $40 | |
| Flashlight, 2-cell | Outdoor Survival | 1.5 lb | Town | 1 day | $3 | |
| Flashlight, 4-cell | Outdoor Survival | 1.75 lb | Town | 1 day | $12 | |
| Pocket knife | Outdoor Survival | Town | 1 day | Two of more blades | $12 | |
| Lantern | Outdoor Survival | 2 lb | Town | 1 day | Requires Oil | $30 |
| Lamp | Outdoor Survival | 1 lb | Town | 1 day | Requires Oil | $36 |
| Lamp oil | Outdoor Survival | Town | 1 day | $2 | ||
| Candle, wax | Outdoor Survival | Town | 1 day | Lasts 6 Hours | $1 |
Containers
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Barrel | Containers | 10 lb / 12 gal | All | 1.5 days | $35 | |
| Barrel | Containers | 30 lb / 25 gal | All | 2 days | $45 | |
| Barrel | Containers | 50 lb / 50 gal | All | 3 days | $70 | |
| Barrel | Containers | 125 lb / 100 gal | All | 3 days | $10 | |
| Jar, glass | Containers | 1 pt | Town | 6 hours | $1 | |
| Jar, glass | Containers | 0.5 lb / 1 qt | Town | 6 hours | $1 | |
| Bucket, aluminium | Containers | 0.5 lb / 1 gal | All | 1 day | $3 | |
| Bucket, aluminium | Containers | 1 / 5 gal | All | 1 day | $5 | |
| Bucket, plastic | Containers | 0.5 lb / 1 gal | All | 1 day | $2 | |
| Bucket, plastic | Containers | 1 lb / 5 gal | All | 1 day | $3 | |
| Trunk | Containers | 35 lb / 2'x2'x3' | Town | 1 day | $37 | |
| Suitcase, small | Containers | 1 - 7 lb | Town | 1 day | $14 | |
| Suitcase, medium | Containers | 3 - 8 lb | Town | 1 day | $26 | |
| Suitcase, Large | Containers | 5 - 10 lb | Town | 1 day | $39 | |
| Garment bag | Containers | 1 - 5 lb | Town | 1 day | $25 | |
| Flight bag | Containers | 2 - 3 lb | Town | 1 day | $10 | |
| Makeup case | Containers | 4 - 6 lb | Town | 1 day | $12 |
Travel
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Gasoline | Fuel | 1 gal | City | $1 - $2 | ||
| Antique Boeing 707 | Aircraft | 88 ton | City | Museum Display | $300000 | |
| Barber / hairstylist | Service | Town | 0.5 hours | $12 | ||
| Boat (10') | Marine Vessel | 500 lb / 4 people | Town | 14 days | Includes up to 1,000 lb cargo | $1250 |
| Longboat (30') | Marine Vessel | 2000 lb / 16 people | Town | 30 days | Includes up to 7,000 lb cargo | $12500 |
| Paddle | 6 lb / 4.5' | All | 1 day | $15 | ||
| Antique 1980s luxury car | Automobile | 2 - 2.5 tons / 5 passenger | Town | 1 day | Museum Display | $15000 |
| Canoe, aluminium | River Vessel | 130 lb / 2 people | All | 1 day | $175 | |
| Helicopter | Helicopter | 200 lb / 3 people | City | Museum Display | $19500 | |
| Antique Boeing 747 | Aircraft | 190 ton | City | Museum Display | $500000 | |
| Oar | 18 lb / 8' | All | 1 day | $20 | ||
| Antique 1990s mid-sized car | Automobile | 2 - 2.5 tons / 4 passenger | Town | 1 day | Museum Display | $25000 |
| Meal, high-class restaurant | Food | 1.5 lb | All | 1 hour | $25 | |
| Lodgings, poor | Lodging | All | Motel, per night | $25 | ||
| Antique 1970s economy car | Automobile | Town | 1 day | Museum Display | $20000 | |
| Lodgings, high-class | Lodging | Town | Hotel suite, per night | $250 | ||
| Antique Piper Cub | Aircraft | 1062 lb | City | Museum Display | $25000 | |
| Howdah | Transportation | 200 lb / 3 people | Town | 4 days | $26500 | |
| Star Jump Fuel | Fuel | 1 Ly Jump | City | 1 day per | $30 - $50 | |
| Learjet 36 | Aircraft | 5.5 ton | City | Museum Display | $1 million | |
| Lodgings, good | Lodging | Town | Apartment, per month | $350 | ||
| Meal, fast food | Food | 0.5 lb | All | 0.5 hour | $4 | |
| 1990s luxury car | Automobile | 2 - 2.5 tons / 5 passenger | Town | 1 day | Museum Display | $40000 |
| Laundry | Service | Town | 2 - 5 hours | $5 | ||
| Boat (20') | Marine Vessel | 1000 lb / 8 people | Town | 28 days | Includes up to 4,000 lb cargo | $5750 |
| Lodgings, average | Lodging | All | Hotel, per night | $75 | ||
| Legal services | Service | Town | 1 hour | Cost is per hour | $75 | |
| Doctor, office visit | Service | Town | Cost is per visit | $75 | ||
| Dentist | Service | Town | Cost is per visit | $75 | ||
| Meal, "family" restaurant | Food | 1 lb | All | 0.75 hour | $8 | |
| Antique 1980s mid-sized car | Automobile | 1.5 - 2 tons / 4 passenger | Town | 1 day | Museum Display | $80000 |
Tools
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Band saw | Machines | 200 lb | Town | 7 Day | Requires 1 utillity cell | $250 |
| Barbed wire - galvanized | Tools | 45 lb 150 yd | Town | 1 day | $7 | |
| Barbed wire-plane | Tools | 35 lb 150 yd | Town | 1 day | $5 | |
| Belt sander | Machines | 215 lb | Town | 12 Day | Requires 1 utillity cell | $300 |
| Bench grinder | Machines | 25 lb | Town | 11 Day | Requires 1 utillity cell | $25 |
| Block & tackle | Tools | 35 lb | Town | 1 day | $125 | |
| Bolt cutters | Tools | 6 - 10 lb | Town | 1 day | $17 | |
| Brush | Tools | 0.5 lb | Town | 1 day | $1 | |
| Carpenter's level | Tools | 1.5 lb | Town | 1 day | $12 | |
| Carpenter's square | Tools | 2 lb | Town | 1 day | $12 | |
| Chain saw | Machines | 10 - 45 lb | Town | 1 Day | Requires 1 utillity cell | $145 |
| Chane, per foot | Tools | 2.5 lb | Town | 1 day | $1 | |
| Chisel, cold | Tools | 0.5 lb | Town | 1 day | $3 | |
| Chisel, masonry / stone | Tools | 1 lb | Town | 1 day | $4 | |
| Chisel, wood | Tools | 0.75 lb | Town | 1 day | $2 | |
| Crowbar, heavy | Tools | 5 lb | Town | 1 day | $16 | |
| Crowbar, standard | Tools | 3 lb | Town | 1 day | $12 | |
| Drill bits, steel | Tools | Town | 1 day | $1 | ||
| Drill press | Machines | 150 lb | Town | 10 Day | Requires 2 utillity cells | $185 |
| Electric drill | Machines | 1.5 - 2.5lb | Town | 2 Day | Requires 1 utillity cell | $15 |
| Electromagnet | Tools | 5 lb | Town | 1 day | Requires 1 utillity cell | $17 |
| Folding worktable | Tools | 30 lb 2'x2.5' | Town | 1 day | $75 | |
| Grappling hood | Tools | 5 lb | Town | 1 day | $48 | |
| Hacksaw | Tools | 1 lb | Town | 1 day | $13 | |
| Hacksaw Blades | Tools | 0.25 lb | Town | 1 day | $1 | |
| Hammer, carpenter's | Tools | 2 lb | 1 day | $8 | ||
| Hatchet | Tools | 2.5 lb | Town | 1 day | $9 | |
| Heavy chain, per foot | Tools | 5 lb | Town | 1 day | $1 | |
| Hoe | Tools | 3.5 lb | Town | 1 day | $12 | |
| Iron wedge | Tools | 4 lb | Town | 1 day | $5 | |
| Jigsaw | Machines | 2.5 | Town | 4 Day | Requires 1 utillity cell | $15 |
| Key-cutter | Machines | 25 - 30 lb | Town | 13 Day | Requires 1 utillity cell | $355 |
| Ladder (12 ft, wooden) | Tools | 35 lb | Town | 1 day | $35 | |
| Ladder , extension | Tools | 35 lb 12' - 24' | All | 1 day | $155 | |
| Ladder aluminium | Tools | 25 lb 12' | All | 1 day | $58 | |
| Lathe | Machines | 80 - 100 lb | Town | 14 Day | Requires 1 utillity cell | $250 |
| Lathe, pattern-cutting | Machines | 825 lb | Town | 15 Day | Requires 1 utillity cell | $3000 |
| Measuring tape (100 feet) | Tools | 2.5 lb | Town | 1 day | $3 | |
| Mechanic's 1200 pc. tool set | Tools | 400 lb | Town | 1 day | Spanners, Screwdrivers, etc. | $6200 |
| Mechanic's 300 pc. Tool set | Tools | 30 lb | Town | 1 day | Spanners, Screwdrivers, etc. | $600 |
| Mechanic's 700 pc. Tool set | Tools | 125 lb | Town | 1 day | Spanners, Screwdrivers, etc. | $800 |
| Mechanic's rolling chest | Tools | 135 lb | Town | 1 day | $625 | |
| Metal file, large | Tools | 2.5 lb | Town | 1 day | $7 | |
| Metal file, medium | Tools | 1.5 lb | Town | 1 day | $5 | |
| Metal file, small | Tools | 1 lb | Town | 1 day | $4 | |
| Mitre box w/saw | Tools | 10.5 lb | Town | 1 day | $37 | |
| Nails | Tools | 10 lb | Town | 1 hour | $13 | |
| Paint | Tools | 1 gal | Town | 1 day | $5 | |
| Pick axe | Tools | 12 lb | Town | 1 day | $13 | |
| Pitchfork | Tools | 7 lb | Town | 1 day | $25 | |
| Pliers, large | Tools | 2 lb | Town | 1 day | $4 | |
| Pliers, small | Tools | 1 lb | Town | 1 day | $2 | |
| Pulley, large *5:1) | Tools | 7 lb | Town | 1 day | $35 | |
| Pulley, small (2:1) | Tools | 5 lb | Town | 1 day | $25 | |
| Pump, air | Tools | 4 lb | Town | 1 day | $3 | |
| Rake, metal | Tools | 4 lb | Town | 1 day | $12 | |
| Ripsaw | Machines | 4.5 lb | Town | 3 Day | Requires 1 utillity cell | $50 |
| Rope, hawser (per 1') | Tools | 30 lb | Town | 1 day | $2 | |
| Rope, heavy (per 1') | Tools | 15 lb | Town | 1 day | $1 | |
| Rope, light (per 1') | Tools | 6 lb | Town | 1 day | $1 | |
| Rope, standard (per 1') | Tools | 8 lb | Town | 1 day | $1 | |
| Router | Machines | 4 - 5 lb | Town | 6 Day | Requires 1 utillity cell | $45 |
| Sabre saw | Machines | 3.5 lb | Town | 9 Day | Requires 1 utillity cell | $75 |
| Screw driver | Tools | 0.5 lb | Town | 1 day | $1 | |
| Screws | Tools | 5 lb | Town | 1 day | $41 | |
| Search light | Tools | 175 lb | Town | 1 day | $365 | |
| Searchlight, portable | Tools | 5 - 10 lb | Town | 1 day | $75 | |
| Sewing machine | Machines | 45 lb | Town | 16 Day | Requires 1 utillity cell | $175 |
| Shovel | Tools | 4.5 lb | Town | 1 day | $12 | |
| Soldering iron | Machines | 1 - 2 lb | Town | 5 Day | $30 | |
| Swivel vise, large | Tools | 10 lb | Town | 1 day | Requires 1 utillity cell | $35 |
| Swivel vise, small | Tools | 8 lb | Town | 1 day | $15 | |
| Table saw | Machines | 500 lb | Town | 8 Day | Requires 1 utillity cell | $500 |
| Tool box, large mental | Tools | 25 - 35 lb | Town | 1 day | $40 | |
| Tool box, small metal | Tools | 10 lb | Town | 1 day | $30 | |
| Vise grips | Tools | 0.5 - 1 lb | Town | 1 day | $3 | |
| Wedge (splitting) - Iron | Tools | 2.5 lb | Town | 1 day | $15 | |
| Wheelbarrow, aluminium / steel | Tools | 25 lb | Town | 1 day | $50 | |
| Wire, copper (per 100') | Tools | 0.5 lb | Town | 1 hour | $3 | |
| Wood axe | Tools | 5 lb | Town | 1 day | $25 | |
| Wood file, large | Tools | 2.5 lb | Town | 1 day | $7 | |
| Wood file, medium | Tools | 1.5 lb | Town | 1 day | $5 | |
| Wood file, small | Tools | 1 lb | Town | 1 day | $3 | |
| Wood glue | Tools | 1 pt | Town | 1 day | $3 | |
| Bonding Tape | Tools | 30 meters | Town | 1 day | $5 | |
| Wood saw | Tools | 3 lb | Town | 1 day | $14 |
Animals
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Chicken | Animals | $1 | ||||
| Horse, light | Animals | 200 lb load | 100 ft/rnd | $100 | ||
| Pig | Animals | $100 | ||||
| Sheep, course wool | Animals | $125 | ||||
| Sheep, fine wool | Animals | $125 | ||||
| Saddle bags, small | Tack & Harness | 2.5 lb | Town | 1 day | $125 | |
| Saddle bags, medium | Tack & Harness | 3.5 lb | Town | 1 day | $135 | |
| Saddle bags, large | Tack & Harness | 5 lb | Town | 1 day | $145 | |
| Donkey | Animals | 300 lb load | 90 ft/rnd | $1750 | ||
| Saddle blanket | Tack & Harness | 1 lb | All | 1 day | $18 | |
| Duck | Animals | $2 | ||||
| Horseshoe, common | Tack & Harness | All | 1 hour | $2 | ||
| Horse, medium | Animals | 300 lb load | 110 ft/rnd | $200 | ||
| Riding crop | Tack & Harness | 0.5 lb | Town | 1 day | $25 | |
| Mule | Animals | 400 lb load | 100 ft/rnd | $250 | ||
| Cow | Animals | 400 lb load | 50 ft/rnd | $250 | ||
| Calf | Animals | 45 ft/rnd | $250 | |||
| Goode | Animals | $3 | ||||
| Horse, heavy | Animals | 400 lb load | 80 ft/rnd | $300 | ||
| Camel, riding | Animals | 330 lb load | 75 ft/rnd | $350 | ||
| Bull | Animals | 600 lb load | 60 ft/rnd | $350 | ||
| Ox | Animals | 700 lb load | 60 ft/rnd | $350 | ||
| Pony | Animals | 200 lb load | 70 ft/rnd | $375 | ||
| Goat | Animals | $40 | ||||
| Came, draft | Animals | 350 lb load | 60 ft/rnd | $400 | ||
| English riding saddle | Tack & Harness | 10 lb | All | 7 days | $450 | |
| Suckling pig | Animals | $50 | ||||
| Western saddle | Tack & Harness | 30 lb | All | 10 days | $500 | |
| Elephant | Animals | 1000 lb load | 120 ft/rnd | $50000 | ||
| Bit & bridle | Tack & Harness | 2 lb | All | 2 days | $75 | |
| Camel, racing | Animals | 200 lb load | 90 ft/rnd | $7500 | ||
| Pack saddle | Tack & Harness | 7 lb | Town | 1 day | $79 | |
| Lamb, course wool | Animals | $90 | ||||
| Lamb, fine wool | Animals | $90 |
Stationary
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Antique Book, scholarly | Books & Business | 4 - 10 lb | All | 2 - 3 days | Basic College Textbook | $37 |
| Antique Book, encyclopedia | Books & Business | 15 - 35 lb | Town | 3 days | Basic Reference | $135 |
| Book, regligious | Books & Business | 3 - 5 lb | All | 2 - 3 days | Electronic Holy Scripture | $2 |
| Book, fiction (paperback) | Books & Business | 0.5 lb | All | 2 - 3 days | Electronic | $3 - $10 |
| Book, comic book | Books & Business | All | 1 month | Electronic | $1 - $2 | |
| Magazine | Books & Business | 0.5 lb | All | 1 week | Electronic | $4 |
| Gentemen's magaize | Books & Business | 0.5 lb | All | 1 week | Electronic | $3 |
| Attache case | Books & Business | 5 - 10 lb | Town | 1 day | $135 | |
| Cash register | Books & Business | 45 lb | Town | 1 day | Electronic | $235 |
| Chalk, 10 pieces | Books & Business | All | 1 day | $1 | ||
| Lead pencil (10) | Books & Business | 0.25 lb | All | 1 day | $1 | |
| Eraser | Books & Business | 0.25 lb | All | 1 day | $1 | |
| Newspaper | Books & Business | 0.5 lb | All | 1 day | Electronic Monthly Subscription | $1 - $2 |
| Paint, watercolors | Books & Business | All | 1 day | $2 | ||
| Paper (100 sheets) | Books & Business | All | 1 day | White | $1 | |
| Parchment (100 sheets) | Books & Business | Town | 1 day | $4 | ||
| Portable Protection case | Books & Business | 1 lb | Town | 1 day | Protective cover / case | $10 |
| Fountain pens | Books & Business | Town | 1 day | Blue, Black, Red Inks | $5 | |
| Ball-point pens | Books & Business | Town | 1 day | Blue, Black, Red Inks | $1 | |
| Admin Computer - office | Books & Business | 25 lb | City | 1 day | Mk #3 - Basic Admin. | $125 |
| Printer inks | Books & Business | 2oz | City | 1 day | 1 Ink Cartrage (color). | $4 |
| Writing tablet | Books & Business | 1 lb | Town | 1 day | Electronic Notepad | $2 |
| Blackboard / Whiteboard | Books & Business | 150 lb | Town | 1 day | Electronic large display | $350 |
Science
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Thermometer | Science | Town | 11 day | $1 | ||
| Test-tube, glas | Science | 4 oz | Town | 13 day | $1 | |
| Beaker, glass | Science | 1 pt | Town | 14 day | $1 | |
| Adhesive tape (100 yd roll) | Medicine | 0.25 lb | All | 1 day | $1 | |
| Dental drill | Medicine | 150 lb | Town | 1 day | "painless" | $1200 |
| Anemometer | Science | 25 lb | Town | 1 day | Measures wind speed | $125 |
| Medical book - modern | Medicine | 10 - 15 lb | City | 3 - 6 weeks | $125 | |
| Rabies-vaccine | Medicine | 10 doses | City | 1 day | $125 | |
| Microscope, electronic | Science | 75 lb | Town | 5 day | $1450 | |
| suturing needle, curved | Medicine | Town | 1 day | $15 | ||
| Barometer | Science | 2 lb | Town | 2 day | Measures air pressure | $150 |
| Pum, vacumm | Science | 7 lb | Town | 7 day | $175 | |
| Telescope | Science | 10 - 15 lb | Town | 9 day | $175 | |
| Ophthalmoscope | Medicine | 0.5 lb | City | 1 day | $175 | |
| Crutches | Medicine | 2 - 4 lb | All | 1 day | $18 | |
| Bandages, gauze (30') | Medicine | 1 lb | All | 1 day | $2 | |
| Band-Aid (box of 50) | Medicine | 0.25 lb | All | 1 day | $2 | |
| Telescope, reflecting | Science | 15 - 20 lb | Town | 10 day | $225 | |
| Syringe, disposable (100) | Medicine | 1 lb | Town | 1 day | $23 | |
| Oscilloscope | Science | 25 lb | Town | 6 day | $235 | |
| Microscope | Science | 10 lb | Town | 4 day | $25 | |
| Beaker, glass | Science | 1 qt | Town | 15 day | $3 | |
| Petri dish | Science | 4 - 8 oz | Town | 16 day | $3 | |
| Aspirin | Medicine | 50 tablets | Town | 1 day | $3 | |
| Thermometer | Medicine | Town | 1 day | $3 | ||
| Silk thread (50 yds) | Medicine | All | 1 day | $3 | ||
| Tongue depressor, wooden | Medicine | 1 lb | Town | 1 day | 100 count box | $3 |
| Calculator, scientific | Science | 0.5 lb | Town | 8 day | $30 | |
| Stethoscope | Medicine | 0.5 - 1 lb | Town | 1 day | $32 | |
| Tetracycline | Medicine | Town | 1 day | $35 | ||
| Penicillin | Medicine | Town | 1 day | $35 | ||
| Diphtheria-vaccine | Medicine | City | 2 days | $35 | ||
| Laughing gas | Medicine | 2 pt | City | 1 day | $35 | |
| Pulse watch | Medicine | 0.25 lb | Town | 1 week | $35 | |
| Surgical scissors, steel | Medicine | 0.5 lb | Town | 1 day | $35 | |
| Fluoride toothpaste | Medicine | 4 oz | Town | 1 day | In a tube | $4 |
| Knife, surgical | Medicine | Town | 1 day | $45 | ||
| Sleeping pills | Medicine | Town | 1 day | $47 | ||
| Wire, steel (50') | Medicine | Town | 1 day | $5 | ||
| Thermometer, electronic | Science | 0.5 lb | Town | 12 day | $50 | |
| Synthetic quinine | Medicine | All | 1 day | $50 | ||
| Forceps, small steel | Medicine | 1 lb | Town | 1 day | $55 | |
| Quinine | Medicine | Town | 1 day | $55 | ||
| Flat prove, steel | Medicine | 0.5 lb | Town | 1 day | $67 | |
| Bunsen burner | Science | 5 lb | Town | 3 day | $75 | |
| Eyeglasses | Medicine | 0.5 lb | Town | 1 - 4 days | $75 | |
| Tuberculin test | Medicine | City | 1 day | $75 | ||
| Prosthetic limb | Medicine | 3 - 7 lb | City | 3 - 6 weeks | $750 | |
| Nitro-glycerine | Medicine | Town | 1 day | Heart remedy | $90 | |
| Forceps, large steel | Medicine | 1.5 lb | Town | 1 day | $99 |
Muscial
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Accordion | Musical Instruments | 8 - 10 lb | Town | 1 day | $250 | |
| Autoharp | Musical Instruments | 5 - 10 lb | Town | 2 day | $75 | |
| Bagpipes | Musical Instruments | 7 lb | Town | 15 days | $300 | |
| Banjo | Musical Instruments | 18 lb | Town | 2 day | $135 | |
| Bell, church | Musical Instruments | 100 lb | Town | 13 - 24 days | $1500 | |
| Bells - orchestra | Musical Instruments | 20 lb | Town | 1 day | $250 | |
| Castanets | Musical Instruments | Town | 1 day | $3 | ||
| Cello | Musical Instruments | 20 lb | Town | 11 days | $350 | |
| Chimes | Musical Instruments | 1 - 5 lb | Town | 2 day | $185 | |
| Clarinet | Musical Instruments | 16 - 25 oz | Town | 1 day | $175 | |
| Concertina | Musical Instruments | 5 - 7 lb | Town | 1 day | $45 | |
| Cymbals | Musical Instruments | 2 lb | Town | 1 day | $35 | |
| Double bass | Musical Instruments | 35 lb | Town | 10 days | $700 | |
| Drum set (8-piece) | Musical Instruments | 150 lb | Town | 1 day | $400 | |
| Electric Organ | Musical Instruments | 400 lb + | Town | 1 day | $1900 | |
| Electronic keyboard | Musical Instruments | 3 - 25 lb | Town | 1 day | $100 | |
| Flugelhorn | Musical Instruments | 3 - 5 lb | Town | 1 day | $500 | |
| Flute | Musical Instruments | 1.5 lb | Town | 1 day | $175 | |
| Guitar - electric | Musical Instruments | 8 - 12 lb | Town | 1 day | $200 | |
| Guitar | Musical Instruments | 5 - 15 lb | Town | 5 days | $50 | |
| Harmonica | Musical Instruments | 0.5 lb | Town | 1 day | $2 - $45 | |
| Harp, large | Musical Instruments | 25 - 35 lb | Town | 30 - 30 days | $500 | |
| Jew's harp | Musical Instruments | 0.5 lb | Town | 1 day | $2 | |
| Piano (grand) | Musical Instruments | 1500 lb | Town | 20 - 30 days | $3750 | |
| Piano (spinet) | Musical Instruments | 600 lb | Town | 20 - 30 days | $900 | |
| Pipe organ | Musical Instruments | 1500 lb | City | 2 - 3 months | $50000 | |
| Rattle | Musical Instruments | 0.5 lb | Town | 1 day | $8 | |
| Recorder | Musical Instruments | 0.5 lb | Town | 1 day | $3 | |
| Tambourine | Musical Instruments | 2 lb | Town | 1 day | $14 | |
| Triangle | Musical Instruments | 1 ob | Town | 1 day | $4 | |
| Trombone | Musical Instruments | 8 - 15 lb | Town | 1 day | $250 | |
| Trumpet | Musical Instruments | 3 - 4 lb | Town | 1 day | $300 | |
| Viola | Musical Instruments | 6 - 10 lb | Town | 10 days | $350 | |
| Violin | Musical Instruments | 2 - 4 lb | Town | 10 days | $100 | |
| Xylophone, metal | Musical Instruments | 35 lb | Town | 1 day | $175 | |
| Xylophone, wooden | Musical Instruments | 25 lb | Town | 1 day | $150 | |
| Printed music (sheet) | Musical Instruments | Town | 1 day | $3 | ||
| Metronome | Musical Instruments | 2 lb | Town | 1 day | $25 |
Household
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Alarm clock, wind-up | Household | 0.5 - 1.5 lb | Town | 1 day | $5 - $13 | |
| Aluminium / Copper pans | Cooking & Eating | Varies / varies | Town | 1 Day | $15 | |
| Aluminium foil | Cooking & Eating | 0.5 lb / 50 sq yd | Town | 45 Day | $3 | |
| Aluminium measure set | Cooking & Eating | Town | 1 Day | $3 | ||
| Baking pan | Cooking & Eating | 2 lb / 13"x9" | Town | 1 Day | $7 | |
| Baking pan | Cooking & Eating | 1/5 lb / 8"x8" | Town | 1 Day | $5 | |
| Barbecue grills | Cooking & Eating | 10 - 12 lb | Town | 1 Day | $50 | |
| Bed, brass | Household | 120 lb / 8'x8' | Town | 1 day | $250 | |
| Bed, wood | Household | 30 lb / 3'x6' | Town | 1 day | $75 | |
| Billiard cues | Household | 1.5 lb / 5' | Town | 1 day | $12 | |
| Billiard table | Household | 350 lb / 4'x8' | Town | 1 day | $900 | |
| Bird cage, brass | Household | 2 - 3 lb | Town | 1 day | $20 | |
| Blanket, electric | Household | 3.5 lb | All | 1 day | $35 | |
| Blanket, heavy | Household | 6 lb | All | 1 day | $12 | |
| Blanket, light | Household | 2.5 lb | All | 1 day | $11 | |
| Book stand | Household | 12 lb | Town | 1 day | $15 | |
| Bookcase | Household | 145 lb | Town | 1 day | $25 - $250 | |
| Bowl, china | Cooking & Eating | 3 lb / 1qt | Town | 22 Day | $25 | |
| Bowl, large pottery | Cooking & Eating | 1/5 lb / 1 qt | Town | 21 Day | $25 | |
| Bowl, large silver-plate | Cooking & Eating | 2 lb / 1 qt | Town | 20 Day | $25 | |
| Bowl, small china | Cooking & Eating | 1 lb / 1 pt | Town | 19 Day | $5 - $25 | |
| Bowl, small pottery | Cooking & Eating | 1 lb / 1 pt | Town | 18 Day | $3 - $15 | |
| Bowl, small silver plate | Cooking & Eating | 1 lb / 1 pt | Town | 17 Day | $15 | |
| Box spring, full size | Household | 45 lb | All | 1 day | $150 | |
| Bread loaf pan | Cooking & Eating | 1.5 lb / 10"x6" | Town | 1 Day | $2 - $5 | |
| Bread make (electric) | Cooking & Eating | 20 lb | Town | 1 Day | $180 | |
| Bunk bed | Household | 60 lb / 3'x6'x5' | Town | 1 day | $250 | |
| Cahir, plain wooden | Household | 10 lb | Town | 1 day | $25 - $175 | |
| Candelabra, brass | Household | 3.5 lb | Town | 1 day | $20 | |
| Candelabra, silver-plated | Household | 4 lb | Town | 1 day | $22 | |
| Candle, wax | Household | 4 hour | Town | 1 day | $1 | |
| Carpet, course | Household | 25 - 30 lb / 5'x10' | Town | 1 day | $50 | |
| Carpet, exotic, | Household | 25 - 30 lb / 5'x10' | Town | 1 - 6 month | $500 | |
| Carpet, fine | Household | 25 - 30 lb / 5'x10' | Town | 1 day | $175 | |
| Carpet, sweeper | Household | 6 lb | Town | 1 day | $35 | |
| Ceiling fan | Household | 20 lb | Town | 1 day | $65 | |
| Chair, living room | Household | 45 - 75 lb | Town | 1 day | $150 - $750 | |
| Chair, office swivel | Household | 20 -25 lb | Town | 1 day | $150 | |
| Chandelier, brass / glass | Household | 35 - 50 lb | Town | 1 day | $65 - $200 | |
| Clock | Household | 25 - 50 lb | Town | 1 day | $2 - $525 | |
| Clock radio | Household | 1 - 3 lb | Town | 1 day | $12 - $25 | |
| Clothespins | Household | 1 gross | Town | 1 day | $2 | |
| Coffee pot | Cooking & Eating | 2 lb | Town | 1 Day | $6 | |
| Coffee pot (electric) | Cooking & Eating | 2 lb | Town | 1 Day | $15 - $150 | |
| Covered canning pot | Cooking & Eating | 5 lb / 9" | Town | 1 Day | $12 | |
| Curtains, coarse | Household | 20 lb | Town | 1 day | $10 | |
| Curtains, exotic | Household | varies | Town | 1 day | $50 | |
| Curtains, fine | Household | 10 lb | Town | 1 day | $15 | |
| Curtains, ornate | Household | 20 lb | Town | 1 day | $25 | |
| Desk | Household | 125 lb | Town | 1 day | $150 | |
| Dresser | Household | 100 lb | Town | 1 day | $250 | |
| Dryer | Household | 175 lb | Town | 1 day | $175 | |
| Electric Blender | Cooking & Eating | 3 - 5 lb / 1 qt | Town | 1 Day | $25 | |
| Electric cook stove | Household | 300 lb | Town | 1 day | $2500 | |
| Electric iron | Household | 2 - 3 lb | Town | 1 day | $20 | |
| Electric mixer | Cooking & Eating | 8 - 15 lb / 2 qt | Town | 1 Day | $25 - $250 | |
| Electric steam iron | Household | 3 lb | Town | 1 day | $25 | |
| Food processor / juicer | Cooking & Eating | 20 lb | Town | 1 Day | $150 | |
| Fork, silver | Cooking & Eating | 0.25 lb | Town | 15 Day | $12 - $25 | |
| Fork, silver-plate | Cooking & Eating | 0.25 lb | Town | 14 Day | $4 - $12 | |
| Fork, stainless steel | Cooking & Eating | 0.25 lb | Town | 16 Day | $1 | |
| Gas cook stove | Household | 350 lb | Town | 1 day | $250 | |
| Goblet, Crystal (set of 4) | Cooking & Eating | 1 pt | Town | 40 Day | $12 - $25 | |
| Goblet, glass (set of 4) | Cooking & Eating | 1 pt | Town | 39 Day | $4 - $10 | |
| Grater, steel | Cooking & Eating | 1 lb | Town | 1 Day | $3 | |
| inner-spring mattress | Household | 65 lb / varies | Town | 1 day | $150 | |
| Iron griddle | Cooking & Eating | 7 lb / 12" - 14" | Town | 1 Day | $12 | |
| Iron muffin pan | Cooking & Eating | 5 lb | Town | 1 Day | $5 | |
| Iron pan, large | Cooking & Eating | 5 lb | Town | 1 Day | Made from copper adds 50% to cost | $13 |
| iron pan, small | Cooking & Eating | 2 lb | Town | 1 Day | Made from copper adds 50% to cost | $12 |
| Iron pot | Cooking & Eating | 3.5 lb / 1 pt | Town | 1 Day | Made from copper adds 50% to cost | $22 |
| Iron pot | Cooking & Eating | 4/5 lb / 1 qt | Town | 1 Day | Made from copper adds 50% to cost | $30 |
| Iron skillet | Cooking & Eating | Varies / 7" - 10" | Town | 1 Day | $8 | |
| Ironing board, | Household | 18 - 20 lb | Town | 1 day | $4 - $10 | |
| Knife, silver-plate | Cooking & Eating | 0.25 lb | Town | 11 Day | $4 - $14 | |
| Knife, silver-plate | Cooking & Eating | 0.25 lb | Town | 12 Day | $12 - $25 | |
| Knife, stainless steel | Cooking & Eating | 0.25 lb | Town | 13 Day | $1 - $5 | |
| Ladle, silver | Cooking & Eating | 0.5 lb | Town | 6 Day | $20 | |
| Ladle, stainless steel | Cooking & Eating | 0.5 lb | Town | 5 Day | $3 | |
| Lamps, electric | Household | 6 - 15 lb | Town | 1 day | $15 - $150 | |
| Lemon squeezer, glass | Cooking & Eating | 1 lb | Town | 1 Day | $2 | |
| Lunch box | Cooking & Eating | 1.5 lb / 9"x4" | Town | 2 Day | $3 - $8 | |
| Mangle iron (Industrial) | Household | 250 lb | Town | 1 day | $400 | |
| Melamine (plastic) dinnerware | Cooking & Eating | 32 pieces | Town | 41 Day | $15 | |
| Mixing bowl, stainless steel | Cooking & Eating | Varies / varies | Town | 1 Day | Set of 4 | $15 |
| Mug, china | Cooking & Eating | 1 pt | Town | 38 Day | $15 | |
| Mug, pottery | Cooking & Eating | 1 pt | Town | 37 Day | $1 | |
| Mug, silver-plate | Cooking & Eating | 1 pt | Town | 36 Day | $10 | |
| Painting (framed) | Household | 25 - 35 lb / varies | Town | 1 - 3 month | $25 | |
| Pastry boards | Cooking & Eating | 4 - 6 lb | Town | 1 Day | $6 | |
| Pepper mill | Cooking & Eating | 1 lb | Town | 43 Day | $3 - $13 | |
| Pie tin | Cooking & Eating | 1 lb / 9" | Town | 1 Day | $3 | |
| Pitcher, china | Cooking & Eating | 3 lb / 2 qt | Town | 27 Day | $25 | |
| Pitcher, earthenware | Cooking & Eating | 2 lb / 2 qt | Town | 25 Day | $35 | |
| Pitcher, glass | Cooking & Eating | 2 lb / 2 qt | Town | 23 Day | $5 - $10 | |
| Pitcher, silver | Cooking & Eating | 3 lb / 2 qt | Town | 26 Day | $50 | |
| Pitcher, silver-plate | Cooking & Eating | 3 lb / 2 qt | Town | 24 Day | $10 | |
| Platter, large china | Cooking & Eating | 1.5 lb | Town | 30 Day | $35 | |
| Platter, large silver | Cooking & Eating | 1.5 lb | Town | 32 Day | $150 | |
| Platter, large silver-plate | Cooking & Eating | 2 lb | Town | 31 Day | $40 | |
| Platter, small china | Cooking & Eating | 1 lb | Town | 28 Day | $20 | |
| Platter, small silver-plate | Cooking & Eating | 1 lb | Town | 29 Day | $25 | |
| Potato Masher | Cooking & Eating | 0.05 lb | Town | 1 Day | $2 | |
| Pressure cooker | Cooking & Eating | 10 lb | Town | 1 Day | $35 | |
| Roaster | Cooking & Eating | 11 lb / 13"x18" | Town | 3 Day | $10 | |
| Rolltop desk | Household | 230 lb | Town | 1 day | $250 | |
| Salt shaker | Cooking & Eating | 0.5 lb | Town | 42 Day | $1 - $40 | |
| Serving dishes, china | Cooking & Eating | various | Town | 35 Day | $20 | |
| Serving dishes, silver | Cooking & Eating | various | Town | 33 Day | $25 - $75 | |
| Serving dishes, silver-plate | Cooking & Eating | various | Town | 34 Day | $20 - $35 | |
| Sheets, linen | Household | 1.5 lb | Town | 1 day | $6 | |
| Sheets, muslin | Household | 2 lb | Town | 1 day | $5 | |
| Sheets, percale | Household | 1.75 lb | Town | 1 day | $6 | |
| Soap, deodorant | Household | 0.5 lb | Town | 1 day | $1 | |
| Soap, perfumed | Household | 0.5 lb | Town | 1 day | $2 | |
| Sofa | Household | 155 lb | Town | 1 day | $250 | |
| Sofa, hide-a-bed | Household | 350 lb | Town | 1 day | $650 | |
| Spoon, silver plate | Cooking & Eating | 0.25 lb | Town | 8 Day | $3 - $6 | |
| Spoon, silver plate | Cooking & Eating | 0.25 lb | Town | 9 Day | $12 - $20 | |
| Spoon, stainless steel | Cooking & Eating | 0.25 lb | Town | 10 Day | $1 - $4 | |
| Spoon, wooden, | Cooking & Eating | 0.25 lb | Town | 7 Day | $3 | |
| Stainless steel pan | Cooking & Eating | Varies / varies | Town | 1 Day | $15 | |
| Table, brass w/glass top | Household | 35 lb / varies | Town | 1 day | $75 | |
| Table, large wooden | Household | 60 lb / 4'x12' | Town | 1 day | $200 | |
| Table, medium wooden | Household | 40 lb / 4'x8' | Town | 1 day | $150 | |
| Table, small wooden | Household | 30 lb / 3'x3' | Town | 1 day | $50 | |
| Tea kettle | Cooking & Eating | 1.5 lb | Town | 1 Day | $35 | |
| Tempered glass pans | Cooking & Eating | Varies / varies | Town | 1 Day | $4 - $15 | |
| Throw pillow, fine | Household | 1 lb | Town | 1 day | $5 | |
| Throw pillow, plain | Household | 1 lb | Town | 1 day | $4 | |
| Vacuum cleaner | Household | 25 lb | Town | 1 day | $60 - $3500 | |
| Vanity / mirror | Household | 15 lb | Town | 1 day | $150 | |
| Waffle iron (electric) | Cooking & Eating | 6 lb / 8"- 9" | Town | 4 Day | $35 | |
| Washing Machine | Household | 135 lb | Town | 1 day | $250 | |
| Waxed paper, 1 roll | Cooking & Eating | 0.5 lb / 50 sq yd | Town | 44 Day | $1 | |
| Wicker chair | Household | 20 lb | Town | 1 day | $75 | |
| Wicker couch | Household | 35 lb | Town | 1 day | $150 | |
| Wicker table | Household | 15 lb | Town | 1 day | $75 | |
| Window shades | Household | 4 - 5 lb / 3'x6' | Town | 1 day | $3 |
Clothing
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Hats, various styles | Clothing (Women) | 0.5 - 1.5 lb | Town | 1 day | Decoration: +50 - 200% | $8 |
| 3 Piece Suit | Clothing (men) | 4 - 6 lb | Town | 1 day | $125 | |
| Apron, cloth | Clothing (Women) | 1 lb | Town | 1 day | $3 | |
| Baseball cap | Clothing (men) | 1 lb | Town | 1 day | $2 | |
| Belt, leather | Clothing (men) | 0.5 lb | Town | 1 day | $10 | |
| Blouse, fine | Clothing (Women) | 1.5 lb | Town | 1 day | $25 | |
| Blouse, plain | Clothing (Women) | 1.5 lb | Town | 1 day | $15 | |
| Blue jeans, denim | Clothing (men) | 2 lb | Town | 1 day | $18 - $60 | |
| Brassiere | Clothing (Women) | 0.25 lb | Town | 1 day | $4 - $25 | |
| Buckle, brass | Clothing (men) | 4 oz | Town | 1 day | $10 | |
| Buckle, gold-plated | Clothing (men) | 8 oz | Town | 1 day | $150 | |
| Buckle, silver-plated | Clothing (men) | 6 oz | Town | 1 day | $15 | |
| Cloth, coarse | Sewing | 55 lb / 6'x50' | Town | 1 day | Embroidered: +50 - 200% | $40 |
| Cloth, exotic | Sewing | 35 - 55 lb / 6'x50' | Town | 1 day | Embroidered: +50 - 200% | $75 |
| Cloth, fine | Sewing | 45 lb / 6'x50' | Town | 1 day | Embroidered: +50 - 200% | $60 |
| Cloth, normal | Sewing | 50 lb / 6'x50' | Town | 1 day | Embroidered: +50 - 200% | $50 |
| Coat, heavy cloth | Clothing (men) | 4 - 5 lb | Town | 1 day | $75 | |
| Cowboy boots, fancy | Clothing (men) | 3 - 5 lb | Town | 1 day | $1500 | |
| Cowboy boots, plain | Clothing (men) | 3 - 5 lb | Town | 1 day | $22 | |
| Cowboy hat | Clothing (men) | 1 - 1.5 lb | Town | 1 day | $5 - $50 | |
| Dress, exotic | Clothing (Women) | 1 - 3 lb | Town | 1 day | $250 | |
| Dress, fine | Clothing (Women) | 1 - 3 lb | Town | 1 day | $45 - $75 | |
| Dress, normal | Clothing (Women) | 1 - 3 lb | Town | 1 day | $25 | |
| Gloves, Leather | Clothing (men) | 0.5 lb | Town | 1 day | $10 | |
| Gloves, lined | Clothing (Women) | 0.5 lb | Town | 1 day | $5 - $10 | |
| Jacket, leather | Clothing (men) | 4 - 5 lb | Town | 1 day | $125 | |
| Long johns | Clothing (men) | 2 lb | Town | 1 day | $6 | |
| Neckties | Clothing (men) | 0.5 lb | Town | 1 day | $8 | |
| Needles (5) | Sewing | Town | 1 day | $1 | ||
| Negligee | Clothing (Women) | 1.75 lb | Town | 1 day | $15 - $75 | |
| Nightgown | Clothing (Women) | 1.53 - 3 lb | Town | 1 day | $15 - $75 | |
| Overalls | Clothing (men) | 2.5 lb | Town | 1 day | $20 | |
| Overcoat, waterproof | Clothing (men) | 5 lb | Town | 1 day | $45 | |
| Pants | Clothing (men) | 2 - 3 lb | Town | 1 day | $15 - $150 | |
| Pins (5) | Sewing | Town | 1 day | $1 | ||
| Purse, ornate | Clothing (Women) | 1 - 1.5 lb | Town | 1 day | $75 | |
| Purse, plain | Clothing (Women) | 1 lb | Town | 1 day | $10 - $75 | |
| Pyjamas | Clothing (men) | 2 lb | Town | 1 day | $4 | |
| Shears | Sewing | Town | 1 day | $5 | ||
| Shirt, cotton | Clothing (men) | 1 lb | Town | 1 day | $15 - $35 | |
| shirt, silk | Clothing (men) | 1 lb | Town | 1 day | $55 | |
| Shirt, woolen/flannel | Clothing (men) | 1 lb | Town | 1 day | $10 | |
| Shoes, fine leather | Clothing (men) | 1 lb | Town | 1 day | $65 | |
| Shoes, fine leather | Clothing (Women) | 1 lb | Town | 1 day | $45 | |
| Shoes, high heel | Clothing (Women) | 1 lb | Town | 1 day | $35 | |
| Shoes, normal | Clothing (men) | 1 lb | Town | 1 day | $35 | |
| Shoes, normal | Clothing (Women) | 1 lb | Town | 1 day | $20 | |
| Shoes, tennis shoes / sneakers | Clothing (men) | 1 lb | Town | 1 day | $9 - $150 | |
| Shoes, tennis shoes / sneakers | Clothing (Women) | 1 lb | Town | 1 day | $9 - $150 | |
| Skirt, floor-length plain | Clothing (Women) | 2 - 3 lb | Town | 1 day | $25 | |
| Skirt, flor-length fancy | Clothing (Women) | 2 - 3 lb | Town | 1 day | $50 | |
| Skirt, knee-length fancy | Clothing (Women) | 2 - 3 lb | Town | 1 day | $50 | |
| Skirt, knee-length plain | Clothing (Women) | 2 - 3 lb | Town | 1 day | $25 | |
| Slip, cotton / nylon | Clothing (Women) | 1 lb | Town | 1 day | $10 | |
| Slip, silk | Clothing (Women) | 1 lb | Town | 1 day | $25 | |
| Slippers | Clothing (men) | 0.5 lb | Town | 1 day | $10 | |
| Stockings, cotton | Clothing (Women) | 0.5 lb | Town | 1 day | $1 | |
| Stockings, nylon | Clothing (Women) | 0.5 lb | Town | 1 day | $2 | |
| Stockings, panty hose | Clothing (Women) | 0.75 lb | Town | 1 day | $1 | |
| stockings, silk | Clothing (Women) | 0.25 lb | Town | 1 day | $2 | |
| Straw hat | Clothing (men) | Town | 1 day | $1 - $7 | ||
| Thread (50 yds) | Sewing | Town | 1 day | $1 | ||
| Thread, colored (50 yds) | Sewing | Town | 1 day | $1 | ||
| Top hat, silk | Clothing (men) | 2 lb | Town | 1 day | $7 | |
| T-shirt | Clothing (men) | 1 lb | Town | 1 day | $2 - $25 | |
| Tuxedo | Clothing (men) | 4 lb | Town | 1 day | $150 | |
| Underwear, boxers | Clothing (men) | Town | 1 day | $2 | ||
| Underwear, jockey | Clothing (men) | Town | 1 day | $2 | ||
| Wig, normal | Clothing (Women) | 3 - 7 lb | Town | 1 Month | $35 | |
| Workman's boots, leather | Clothing (men) | 4 lb | Town | 1 day | $35 |
Surveillance
| Item | Category | Quantity | Local | Production | Notes | Cost | |
|---|---|---|---|---|---|---|---|
| "Bug" stomper | Thieves & Spies | 1 lb | Town | 1 day | $175 | ||
| Attaché case | Thieves & Spies | 5 - 10 lb | Town | 1 day | with 1- 5 hidden compartments | $135 | |
| Belt, with escape-kit lining | Thieves & Spies | 0.5 lb | City | 1 day | Lockpicks, etc. | $125 | |
| Belt, with explosive lining | Thieves & Spies | 0.5 lb | City | 1 day | Plastique with 1 - 3 detonators | $185 | |
| Binoculars (8x) | Thieves & Spies | 5 lb | Town | 1 day | $48 | ||
| Binoculars(10x) | Thieves & Spies | 5 - 6 lb | Town | 1 day | $125 | ||
| Bolt cutters | Thieves & Spies | 6 - 10 lb | Town | 1 day | $17 - $130 | ||
| Caltrops (20) | Thieves & Spies | 0.5 lb | All | 1 day | $4 | ||
| Camera film (B&W) | Photography | Town | 1 day | 24 shots | $2 | ||
| Camera film (colour) | Photography | Town | 1 day | 24 shots | $3 | ||
| Camera Lenses | Photography | 1 - 2 lb | Town | 1 day | $415 - $750 | ||
| Camera, 35 mm | Photography | 1 - 2 lb | Town | 1 day | $30 | ||
| Camera, high-speed | Photography | 3 - 3.5 lb | Town | 1 day | $600 | ||
| Camera, minature spy-cam | Photography | 0.25 lb | City | 1 day | $350 | ||
| Camera, movie | Photography | 65 lb | Town | 1 day | $4500 | ||
| Camera, pocket | Photography | 0.5 lb | Town | 1 day | $15 | ||
| Chisel, cold | Thieves & Spies | 0.5 lb | Town | 1 day | $2 | ||
| Citizen's band radio | Communication | 3 lb | Town | 1 day | $180 | ||
| Crowbar, heavy | Thieves & Spies | 5 lb | Town | 1 day | $16 | ||
| Crowbar, standard | Thieves & Spies | 3 lb | Town | 1 day | $12 | ||
| Dark room chemicals / supplies | Photography | 15 lb | Town | 1 day | develops 200 rolls of film | $65 | |
| Digital Camera | Communication | 0.5 - 1.5 lb | Town | 1 day | $100 | ||
| Document shredder | Thieves & Spies | 50 lb | Town | 1 day | $125 | ||
| Enlarger | Photography | 35 lb | Town | 1 day | $365 | ||
| FAX machine | Communication | 10 lb | Town | 1 day | $100 | ||
| Fiber-optic bore-scope | Thieves & Spies | 10 lb | Town | 1 day | $500 | ||
| Flash unit | Photography | 1.5 lb | Town | 1 day | $12 | ||
| Fountain pen, acid | Thieves & Spies | 0.25 lb | City | 1 day | $100 | ||
| Grappling hook | Thieves & Spies | 5 lb | Town | 1 day | $48 | ||
| Hacksaw | Thieves & Spies | 1 lb | Town | 1 day | $13 | ||
| Hacksaw blades | Thieves & Spies | 0.25 lb | Town | 1 day | $1 | ||
| Hand-held video game | Communication | 0.5 lb | Town | 1 day | $15 | ||
| Invisible ink | Thieves & Spies | 1 pt | City | 1 day | $4 | ||
| Karaoke machine | Communication | 25 lb | Town | 1 day | $200 | ||
| Key-cutter | Thieves & Spies | 25 - 30 lb | Town | 1 day | $255 | ||
| Lock, average | Thieves & Spies | 3 lb | Town | 1 day | $23 | ||
| Lock, complex | Thieves & Spies | 3 - 4 lb | Town | 1 day | $34 | ||
| Lock, electronic | Thieves & Spies | 3 - 5 lb | Town | 1 day | $575 | ||
| Lock, impossible | Thieves & Spies | 3 - 5 lb | Town | 1 day | $135 | ||
| Lock, pick-proof | Thieves & Spies | 3 - 5 lb | Town | 1 day | $275 | ||
| Lock, simple | Thieves & Spies | 3 lb | Town | 1 day | $12 | ||
| Lockpicks, average quality | Thieves & Spies | 0.5 lb | Town | 1 day | $45 | ||
| Lockpicks, car-key jigglers | Thieves & Spies | City | 1 day | $25 | |||
| Lockpicks, cylinder | Thieves & Spies | 0.5 lb | City | 1 day | $85 | ||
| Lockpicks, electronic keypad | Thieves & Spies | 1 lb | City | 1 day | $1250 | ||
| Lockpicks, fine quality | Thieves & Spies | 1 lb | City | 1 day | $75 | ||
| Lockpicks, keygun | Thieves & Spies | 0.5 lb | City | 1 day | $65 | ||
| Lockpicks, poor quality | Thieves & Spies | 0.5 lb | Town | 1 day | $25 | ||
| Metal file, large | Thieves & Spies | 2.5 lb | Town | 1 day | $7 | ||
| Metal file, medium | Thieves & Spies | 1.5 lb | Town | 1 day | $5 | ||
| Metal file, small | Thieves & Spies | 1 lb | Town | 1 day | $4 | ||
| Miniature transmitter ("bug") | Thieves & Spies | Town | 1 day | $75 | |||
| Modem | Communication | 0.25 - 1 lb | Town | 1 day | $100 | ||
| Padlock, average | Thieves & Spies | 1 lb | Town | 1 day | $5 | ||
| Padlock, complex | Thieves & Spies | 1.5 lb | Town | 1 day | $13 | ||
| Padlock, simple | Thieves & Spies | 1 lb | Town | 1 day | $2 | ||
| Parabolic microphone | Thieves & Spies | 15 - 20 lb | Town | 1 day | $175 | ||
| Pen-gun, .22 calibre | Thieves & Spies | 0..25 lb | City | 1 day | $425 | ||
| Photo paper (250 sheets) | Photography | 1 lb | Town | 1 day | $8 | ||
| Plastic explosive | Thieves & Spies | 1 lb | City | 1 day | $150 | ||
| Police-band scanner | Communication | 5 lb | Town | 1 day | $125 | ||
| Polygraph | Thieves & Spies | 25 lb | Town | 1 day | $250 | ||
| Radar detector, portable | Communication | 1 - 3 lb | Town | 1 day | $100 | ||
| Radar gun, police | Communication | 5 lb | Town | 1 day | $450 | ||
| Receiver ("bug") | Thieves & Spies | 2 - 3 lb | Town | 1 day | $150 | ||
| Remote detonator | Thieves & Spies | 0.25 lb | City | 1 day | $65 | ||
| Rope, light (per 1') | Thieves & Spies | 6 lb | Town | 1 day | $1 | ||
| Rope, standard (per 1') | Thieves & Spies | 8 lb | Town | 1 day | $1 | ||
| Stethoscope | Thieves & Spies | 0.5 - 1 lb | Town | 1 day | $22 | ||
| Switchblade | Thieves & Spies | 0.25 - 0.35 lb | Town | 1 day | $5 - $75 | ||
| Telephone scrambler | Thieves & Spies | 2.5 lb | Town | 1 day | $350 | ||
| Telephone tap | Thieves & Spies | 0.5 lb | Town | 1 day | $175 | ||
| Telephone tap detector | Thieves & Spies | 0.5 lb | Town | 1 day | $27 | ||
| Telephone trace unit | Thieves & Spies | 5 lb | Town | 1 day | For tracing phone calls | $275 | |
| Voice stress analyser | Thieves & Spies | 25 lb | Town | 1 day | $350 | ||
| Walkie-talkie, multi channel | Communication | 1 lb | Town | 1 day | $25 | ||
| Walkie-talkie, one channel | Communication | 1 lb | Town | 1 day | $15 |
Miscellanous
| Item | Category | Quantity | Local | Production | Notes | Cost |
|---|---|---|---|---|---|---|
| Fireworks (various) | Miscellaneous | 0.5 - 10 lb | Town | 1 week | $1 - $50 | |
| Playing cards | Miscellaneous | 4 oz | Town | 1 day | $1 | |
| Dice, pair | Miscellaneous | 6-sided | Town | 1 day | $1 | |
| Cigarette papers (100_ | Miscellaneous | 4 oz | Town | 1 day | $1 | |
| Jacks | Toys & Games | All | 1 day | $1 | ||
| Watch | Miscellaneous | 0.25 lb | Town | 1 day | $1 - $100 | |
| Cigar | Miscellaneous | Town | 1 - 2 day | $3 | ||
| Pipe, clay | Miscellaneous | 0.75lb | All | 2 days | $1 | |
| Map, local | Miscellaneous | 20" x 30" | Town | 1 day | $1 | |
| Comb | Miscellaneous | All | 1 day | $1 | ||
| Cigarettes (per pack) | Miscellaneous | Town | 1 day | $1 | ||
| Cologne / perfume | Miscellaneous | 4 oz | Town | 1 week | $1 | |
| Chewing tobacco | Miscellaneous | 1 oz | Town | 1 day | $1 | |
| Hairbrush | Miscellaneous | 0.5 lb | All | 2 days | $1 | |
| 10' pole | Miscellaneous | 5 - 10 lb / 10' | All | 1 day | $10 | |
| Baby doll | Toys & Games | 1 lb | All | 1 day | $12 | |
| Stilts | Miscellaneous | 3 - 10 lb / 4' - 10' | Town | 1 day | $12 | |
| Walking stick | Miscellaneous | 2 - 5 lb | Town | 1 day | $12 | |
| Binoculars (10x) | Miscellaneous | 5 - 6 lb | Town | 3 days | $125 | |
| Baseball bat | Toys & Games | varies / 33" to 36" | All | 1 day | $15 | |
| Bicycle | Toys & Games | 30 lb | City | 1 week | $150 | |
| Board games | Toys & Games | 1 lb | Town | 1 day | $16 | |
| Baseball | Toys & Games | All | 1 day | $2 | ||
| Map, world | Miscellaneous | 20" x 30" | Town | 1 day | $2 | |
| Tobacco | Miscellaneous | 1 oz | All | 1 week | $2 | |
| Map, regional | Miscellaneous | 20" x 30" | Town | 1 day | $2 | |
| Tennis ball (can of 3) | Miscellaneous | 0.5 lb | Town | 1 day | $2 | |
| Cosmetics | Miscellaneous | Town | 1 week | $2 | ||
| Map, national | Miscellaneous | 20" x 30" | Town | 1 day | $2 | |
| Crystal ball | Miscellaneous | 3 - 5 lb | Town | 2 weeks | $225 | |
| Air rifle | Toys & Games | 3 lb | Town | 1 day | $24 | |
| Tennis racquet | Miscellaneous | 1 lb | Town | 2 days | $25 | |
| Spyglass | Miscellaneous | 5 lb / 1' - 2' | Town | 3 days | $25 | |
| Role playing game | Miscellaneous | 1 - 5 lb | Town | 1 year+ | various | $25 |
| Flag, small | Miscellaneous | 3 / 10" x 36" | Town | 1 day | $3 | |
| Roller skates | Toys & Games | 5 lb | City | 1 week | in-line skates add $20 | $35 |
| Ice skates | Toys & Games | 5 lb | City | 1 week | $35 | |
| Checkers | Toys & Games | 0.5 lb | All | 1 day | $4 | |
| Map, continent | Miscellaneous | 20" x 30" | Town | 1 day | $4 | |
| Dice, pair (loaded) | Miscellaneous | 6-sided | Town | 1 day | $4 | |
| Map, topographic | Miscellaneous | 20" x 30" | Town | 1 day | $4 | |
| Baseball glove | Toys & Games | 1.5 - 3 lb | All | 1 day | $47 | |
| Binoculars (7x) | Miscellaneous | 5 lb | Town | 3 days | $48 | |
| globe | Miscellaneous | 5 - 15 lb | Town | 1 week | $5 | |
| Playing cards, marked | Miscellaneous | 4 oz | Town | 1 day | $5 | |
| Electric train set | Toys & Games | 15 - 20 lb | Town | 1 day | $55 | |
| Flag, large | Miscellaneous | 7 lb / 3' x5' | Town | 1 day | $6 | |
| Fashion doll | Toys & Games | 0.5 lb | All | 1 day | $9 | |
| Opera glasses | Miscellaneous | 0.5 lb | Town | 2 days | $9 |








Armor Type 01
Armor Type 02
Armor Type 03
Armor Type 04
Armor Type 05
Armor Type 06
Armor Type 07
Armor Type 08
Armor Type 09
Armor Type 10
Armor Type 11
Armor Type 12
Armor Type 13
Armor Type 14
Armor Type 15
Armor Type 16
Armor Type 17
Armor Type 18
Armor Type 19
Armor Type 20
Alerlene: (AF: 10)
Amboathorphin: (AF: 15)
Anacept: (AF: 01)
Andeline: (AF: 10)
Andrex: (AF: 50)
AntiRad I through V: (AF: 35)
Arelenex: (AF: 10)
Decilage: (AF: 15)
Doseline: (AF: 80)
Fir-Queline: (AF: 05)
Hemoflux: (AF: 20)
Hyravol: (AF: 25)
Interferon IV: (AF: 10)
Jirolene: (AF: 70)
Korteline: (AF: 20)
Luryadrenaline: (AF: 5)
Perserverine compound: (AF:70)
Quedella Phi: (AF: 0)
Rebillis: (AF: 20)
Regenex Ill: (AF: 0)
Stirene: (AF: 10)
Teledrine: (AF: 20)
Thiagorex Ill: (AF: 15)
Torethene: (AF: 10)
Triadrenaline: (AF: 80)
Tyreline: (AF: 100)
Verex Compound: (AF: 25)
Virlene: (AF: 30)
Yuthix: (AF:100 -- if taken more frequently than once per year)
Gorteline: (AF: 50)
Mertinel: (AF: 0)
Myrine: (AF: 10)
Siradrel: (AF: 20)
Urlene: (AF: 80)
General Reference
Xeno General Reference
Archive Reference
Physics Reference
Chemistry Reference
Biology Reference
Medicine Reference
Physics Reference
Astronomy Reference
Cultures Reference
Genetics Reference
Computers Reference
Weapons Design Reference
Cybernetics Reference
Mechanical Engineering Reference
Power Systems Theory Reference
Weapons Reference
Communications Reference
Electronic Reference
Computers Reference
Star Drive Reference
Crime Systems Reference
Medical Systems Reference
Cybernetic Systems Reference
Genetics Systems Reference
Basic Systems Monitoring
Recreation Software
Life Support Software
Galley Support Software
Xeno Galley Support Software
Star Chart Reference Software
Preset Course Reference Software
Hyperspace Course Reference Software
Hyper Jump Pilot Aid Software
Autopilot Pilot Aid Software
Evade Pilot Aid Software
Tactics Pilot Aid Software
Power Distribution Pilot Aid Software
Damage Control Pilot Aid Software
Security Pilot Aid Software
Cybernetic Monitor Pilot Aid Software
Communications Pilot Aid Software
EW Distribution Pilot Aid Software
Target Lock On Pilot Aid Software
Central Gun Control Pilot Aid Software
Gunner Interface Pilot Aid Software
Defence Screens Pilot Aid Software
Android (Warrior)
Android (Pilot)
Android (Technician)
Android (Protocol)
Jymbob (Agriculture)
Sheri (Nurse)
Alex (Tech Support)
Tama (Entertainer)
Meta (Entertainer)
Jason (Armsman)
Jesse (Inteligence)
Buzzer
Buzzer II
Grav Skooter
Scout Scooter
Wheeled Sudan
Wheeled Truck
Wheeled Van
Wheeled Sports Car
GEM Sudan
GEM Truck
GEM Van
GEM Sports Car
Gravitic Sedan
Gravitic Truck
Gravitic Van
Gravitic Sports Car
Exploration Walker
GEM Explorer
Gravitic Explorer
Open Speedboat
Open Airboat
Open Hydrofoil
Seascout
Discovery
Hydroskimmer Model A
Hydroskimmer Model B
Research Submarine
Exploration Submarine
Helicopter Type I
Helicopter Type II
Prop Plane II
Prop Plane IV
Graveprop Plane II
Graveprop Plane IV
High-Speed Jet IV
High-Speed Jet IIX
Gravitic Belt
Gravitic Sled
Gravitic Sled 1
Gravitic Sled 6
Gravitic Sled 10
Runabout
Sub Orbital Shuttle IV
Sub Orbital Shuttle XX
Runabout
Lifeboat Type A
Lifeboat Type B
