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  SAVAGE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Science Fiction Roleplaying 
  for Savage Worlds 
   
   
  
  2  
  CHARACTER CREATION 
  3 
  RACES 
  3 
  Human 
  3 
  Gannok 
  3 
  Etyri 
  3 
  Obun 
  3 
  Oro’ym 
  3 
  Ukar 
  4 
  Vorox 
  4 
  SKILLS 
  4 
  Knowledge Skills and Specializations 
  4 
  Optional Skill Rule: Throwing 
  5 
  EDGES 
  5 
  Faction Edges 
  5 
  New or Modified Edges 
  6 
  HINDRANCES 
  10 
   
  GEAR 
  11 
  ARMOR AND ENERGY SHIELDS 
  11 
  Armor 
  11 
  Energy Shields 
  12 
  Armor Upgrades 
  12 
  RANGED WEAPONS 
  12 
  Slug Guns 
  12 
  Bows and Crossbows 
  13 
  Energy Guns 
  13 
  Heavy Weapons 
  13 
  Ranged Weapon Upgrades 
  14 
  MELEE WEAPONS 
  14 
  Hand Weapons 
  14 
  Artifact Hand Weapons 
  15 
  Hand Weapon Upgrades 
  15 
  EQUIPMENT 
  15 
  Common Gear 
  15 
  Think Machines 
  16 
  CYBERNETICS 
  17 
  PSYCHIC POWERS 
  18 
  PSYCHIC PATHS 
  18 
  Bedlam 
  18 
  Far Hand 
  18 
  Psyche 
  18 
  Soma 
  19 
  Sixth Sense 
  19 
  Vis Craft 
  19 
  Visioning 
  20 
  Turning 
  20 
  URGE 
  21 
  Urge Rating 
  21 
  Awakening the Urge 
  21 
  Giving In to the Dark Side 
  21 
   
  THEURGY 
  22 
  THEURGIC RITES 
  22 
  Church Rituals 
  22 
  Orthodox Rituals 
  22 
  Brother Battle Rituals 
  23 
  Eskatonic Order Rituals 
  23 
  Temple Avesti Rituals 
  23 
  Sanctuary Aeon Rituals 
  24 
  HUBRIS 
  24 
  Hubris Rating 
  24 
  Effects of Hubris 
  24 
  Giving In to Corruption 
  24 
   
  STARSHIPS 
  25 
  SHIP STATS 
  25 
  Ship Upgrades 
  26 
  Ship Weapons 
  27 
  STARSHIP COMBAT 
  27 
  Pursuit 
  27 
  Intercept 
  28 
  Boarding 
  28 
  Damage 
  28 
  Repairs 
  29 
  Critical Hits 
  29 
   
  NPCS 
  30 
   
  PREGEN CHARACTERS 
  37 
  Archetype Salient Abilities 
  37 
   
   
  Requires Fading Suns Second Edition and Savage Worlds Deluxe Edition for use. 
  Fading Suns Second Edition © 1999 Holistic Design Inc. 
  Savage Worlds Deluxe Edition © 2011 Great White Games, LLC 
  Savage Fading Suns version 1.3 (January 6, 2013) by William J. Scott III 
  Savage Fading Suns is a fan-created game aid for personal use, and is explicitly not intended as a challenge to the 
  copyrights or trademarks of Holistic Design Inc., Great White Games, LLC., or any other person or entity. 
  
   
   
  3 
  CHARACTER CREATION 
  Races 
  Human 
  Bonus Edge: All humans get one free Edge of their 
  choice (provided they meet the requirements). 
  Faction Edge: Humans also start with one free 
  Faction edge. Alternately, you can choose the 
  Connections edge. You could be connected to a major 
  faction (such as a noble house) or some less influential 
  group (such as a psychic coven, alien race, pirate 
  band, military legion, or secret society). 
  Ruling Class: Humans don’t have all the strange 
  abilities of alien races, but they do hold all the power 
  in the Known Worlds. Human player characters begin 
  with a d4 in Knowledge (Known Worlds; player’s 
  choice of specialty) and Persuasion. 
  Languages: Human player characters speak 
  Urthish plus the dialect of their home planet. 
  Gannok 
  Agile: Gannok start with a d6 in Agility. 
  Short: Gannok are size -1, reducing their 
  Toughness by 1. 
  Acrobatic: All Gannok have the Acrobat edge, even 
  if they don’t meet the requirements. 
  Prehensile Tail and Feet: A Gannok can grasp and 
  hold things with their tail and feet. They can even 
  perform fine manipulation with their feet as easily as 
  their hands, although this doesn’t grant them extra 
  attacks because if they are using their feet to attack 
  they must be standing on or hanging by their hands. 
  Their feet also suffer an off-hand penalty unless they 
  have the Multidextrous edge. 
  Rapid Healing: Gannok get a +2 bonus on Natural 
  Healing checks and checks against poison and 
  disease. 
  Stench: Gannok skin excretes an oil that aids in the 
  healing process, but kind of stinks. This gives them 
  Charisma -2 against non-Gannok. 
  Languages: Gannok player characters speak both 
  Gannok and Urthish. 
  Etyri 
  Graceful: Etyri start with a d6 in Agility. 
  Hollow Bones: Etyri are frailer than most, and have 
  -1 to Toughness. 
  Weak: Etyri can’t start with a Strength higher than 
  d6. 
  Keen Senses: Etyri get a +2 bonus to Notice. 
  Wings: Etyri can fly with a flight speed of 12” (run 
  +1d6”). An Etyri who tries to carry aloft more than a 
  light load, or who hovers in place (moves less than 
  2”), becomes Shaken while flying. 
  Languages: Etyri player characters speak both Etyri 
  and Urthish. 
  Obun 
  Spiritual: Obun start with a d6 in Spirit. 
  Frail: Obun can't increase Vigor beyond d6 at 
  character creation. 
  Occult Ability: All Obun begin with Arcane 
  Background: Psi or Arcane Background: Theurgy 
  (even if they don't meet the requirements), and a d4 in 
  the respective arcane skill. 
  Laser Tech: Obun laser technology is ahead of most 
  of the Known Worlds. Any laser weapons purchased 
  at character creation are automatically High-Quality 
  at no extra cost. 
  Languages: Obun player characters speak both 
  Obun and Urthish. 
  Oro’ym 
  Fit: Oro’ym begin with a d6 in Vigor. 
  Aquatic: Oro’ym start with a d6 in Swimming. 
  They can swim at a speed equal to their Swimming 
  die size, can breathe in water, and don’t suffer 
  penalties for underwater environs (such as due to 
  cold or pressure). 
  Dehydration: Oro’ym must spend at least one hour 
  each day submerged in water or gain a level of 
  Fatigue. This can cause death. Most Oro’ym wear a 
  WET suit to prevent this. 
  Regeneration: Oro’ym can make a Natural Healing 
  check each day, instead of every 5 days. Once all their 
  wounds are healed, they start making Natural 
  Healing checks to heal permanent injuries. 
  Languages: Oro’ym player characters speak both 
  Oro’ym and Urthish. 
  
  4  
  Ukar 
  Nimble: Ukar start with a d6 in Agility. 
  Frail: Ukar can't increase Vigor beyond d6 at 
  character creation. 
  Occult Ability: All Ukar begin with Arcane 
  Background: Psi (even if you don't meet the 
  requirements), and a d4 in the Psi skill. 
  Darkness Adapted: Ukar ignore all penalties for 
  dim and dark lighting, and ignore penalties for pitch 
  blackness against adjacent targets. 
  Traditional Ukar live in near-total darkness, and 
  frequently have the Bad Eyes hindrance. 
  Urge: Ukar start with an Urge rating of 1, instead of 
  the normal 0. 
  Languages: Ukar player characters speak both Ukar 
  and Urthish. 
  Vorox 
  Strong: Vorox begin with a d8 in Strength. They 
  can increase it up to d12+2 through advances. 
  Tough: Vorox begin with a d6 in Vigor. 
  Savage: Vorox suffer -2 Charisma amongst non-
  Vorox. 
  Limited: At character creation, Vorox only have 3 
  Attribute points to assign, instead of the usual 5. 
  Not Deep Thinkers: Vorox can't increase Smarts 
  beyond d6 at character creation. 
  Size +2: +2 to Toughness. Armor for a Vorox costs 
  and weighs double, but a Vorox’s carrying capacity is 
  quadruple that of a human. 
  Scent: Vorox can identify creatures and objects by 
  scent as well as a human can by vision. They get a +2 
  bonus when tracking or searching by scent, or 
  detecting a hidden creature. 
  Extra Limbs: A vorox has six limbs. 
   When standing on two limbs, he can use four 
  of his limbs for actions. Three of them suffer an 
  off-hand penalty. The Ambidextrous edge 
  eliminates the penalty for one limb, and 
  Multidextrous eliminates it for all limbs. The 
  Two-Fisted edge reduces multi-action penalties 
  for a Vorox by 2 points (so attacks with 3 or 4 
  limbs will still carry some penalty, it will just 
  be 2 points less). 
   When he is on four limbs, he is extra stable, 
  and gets a +2 bonus to resist being Pushed or 
  falling down or otherwise knocked about. 
   When standing on six limbs, he gets this 
  stability bonus, and his Pace increases by +2. 
  Languages: Vorox player characters speak both 
  Vorox and Urthish. 
  Skills 
  Knowledge Skills and 
  Specializations 
  This setting features only 5 useful knowledge skills. 
  If you are trained in a Knowledge skill you get 1 free 
  specialization in that type of Knowledge. The 
  specialization is worth either a +2 or +4 bonus on 
  checks where it applies (including Common 
  Knowledge checks), depending on what the 
  specialization is (narrower specializations carry a 
  higher bonus). You can buy more specializations for 1 
  skill point apiece. 
  Knowledge (Battle): Military culture, fighting 
  styles, weaponry, tactics (+2); fleet tactics, ground 
  tactics, guerilla tactics, specific legions (+4). 
  Knowledge (Known Worlds): Culture, history, 
  planets, jumproutes, laws, politics, nobility, guilds, 
  the Church (+2); specific planets, noble houses, guilds, 
  church sects (+4). You can also make checks about 
  barbarian worlds (-2) or lost worlds (-4). 
  
   
   
  5 
  Knowledge (Language): Urthish, Graceful Tongue, 
  Latin, Scraver Cant, specific planetary dialect, Obun, 
  Ukar, Vorox (+2); Kurgan, Vuldrok, Gannok, Oro’ym, 
  Vau (+4). Your specializations for this skill are all the 
  languages you know; the bonus applies when making 
  checks on related languages which you don’t know. 
  For example: 
   You can understand similar languages or 
  decipher archaic texts; you have a rough 
  understanding of a few sentences' worth on a 
  success, and have perfect (if temporary) 
  understanding on a raise. 
   You can learn a new language. With a success, 
  you have a crude, childlike grasp of the 
  language. With a raise, you become fluent, 
  gaining the specialization for that language for 
  free. You can retry as much as you want; each 
  check takes a few weeks of dedicated practice, or 
  a few months of part-time study. 
  Knowledge (Occult): Psychic powers, theurgy, 
  pagan religions, legends, monsters (+2); demons, 
  superstitions, Sathraism, symbiots, Vau (+4). 
  Knowledge (Tech): Spacecraft, think machines, 
  energy tech, security systems, chemistry, physics, 
  biology, medicine (+2); xenobiology, genetics, 
  astrophysics, energy shields, comm. systems, sensors, 
  golems, demolitions (+4). 
  Optional Skill Rule: Throwing 
  Thrown weapons and items aren’t especially 
  common or useful in Fading Suns. Grenades are a bit 
  expensive and dangerous to rely upon as a primary 
  attack form, and thrown melee weapons are not very 
  damaging and rarely are found as artifact weapons. 
  Consider eliminating the Throwing skill. Instead, 
  use Fighting for thrown hand weapons (daggers, 
  spears, and such) and Agility for other thrown items 
  (grenades, rocks, and glass vials full of deadly Second 
  Republic plagues). This allows all characters to have a 
  reasonable chance to throw items successfully. 
  All of the NPCs in this document use this rule. 
  Edges 
  Faction Edges 
  These are special edges that represent your 
  membership in one of the main factions of the 
  Phoenix Empire (a noble house, a Church sect, or a 
  Guild). You can’t ever have more than one Faction 
  edge. 
  But, you are not required to take the Faction edge to 
  be a member of a faction! For example, you may 
  decide that your character is a member of the Guild, 
  but that the benefits of the Guilder edge do not suit 
  your concept well. Similarly, a character can be a 
  priest without the Priest edge, or a noble without the 
  Noble edge, etc. 
  AVESTITE [FACTION] 
  Requirements: Novice, Human, Vigor d6+, Spirit 
  d6+ 
  The monks of Temple Avesti are… not like other 
  priests. You exist only to purge the worlds of sin, and 
  everything is a sin. To aid you in this most holy quest, 
  you gain the Strong Willed edge, even if you do not 
  meet the requirements. You are also issued a 
  flamegun and spare cartridge and a suit of fireproof 
  armor (plate armor or cheaper). You can speak Latin, 
  but are functionally Illiterate as per the hindrance. 
  BROTHER BATTLE [FACTION] 
  Requirements: Novice, Human, Spirit d8+, 
  Strength d6+, Vigor d6+, Fighting d8+ 
  Other priests are humble scholars and healers. You 
  have been trained since childhood to kick infidel butt. 
  As a warrior monk, you automatically gain the 
  Martial Artist edge, plus one of the following edges: 
  Adept, Arcane Background (Theurgy), Holy 
  Champion, or Holy Artifact. Your training also 
  included strict moral indoctrination, giving you the 
  effect of the Heroic hindrance. 
  ENGINEER [FACTION] 
  Requirements: Novice, Smarts d8+, Knowledge 
  (Tech) d8+, Repair d6+ 
  You are a crafter with the Supreme Order of 
  Engineers. Your amazing inventions or re-discovered 
  tech can perform amazing feats. You gain the Arcane 
  Background (Weird Science) edge, and a free d6 in the 
  Weird Science skill. Unfortunately, most Engineers 
  have a somewhat… “odd” demeanor, and they are 
  viewed by the Church and common people as little 
  better than demon worshipers, giving you a -2 
  penalty to Charisma. 
  
  6  
  GUILDER [FACTION] 
  Requirements: Novice 
  You are a member in good standing of the 
  Merchants League. You have a license to practice 
  your trade, and access to Guild records and lawyers. 
  In effect, you have the Connections (Merchant 
  League) edge, plus one of Cyborg, Luck, Mr. Fix-It, 
  Rich, Starship, or Technologic Artifact. In return, you 
  have the Obligations hindrance in respect to your 
  guild. 
  KNIGHT [FACTION] 
  Requirements: Novice, Human 
  You are a wandering noble. You may have title and 
  lands back planetside, but they are managed by other 
  capable members of your family. Still, you have many 
  privileges and rights that commoners lack. 
  You gain +2 Charisma, plus one of the following 
  edges: Brave, Common Bond, Cyborg, Rich, Strong 
  Willed, or Technologic Artifact. However, you must 
  obey higher-ranking members of your house, giving 
  you the Obligations hindrance. What’s more, as a 
  noble knight you must abide by a fairly strict and 
  complex Code of Honor. If you deviate from the code 
  too often and develop a dishonorable reputation, you 
  lose your Charisma bonus. 
  NOBLE [FACTION] 
  Requirements: Novice, Human 
  This edge counts as a Faction edge, and other than 
  the requirements is unchanged. (SWD p.33). For a 
  noble who travels around rather than having an 
  estate, see the Knight edge. 
  PRIEST [FACTION] 
  Requirements: Novice 
  As an ordained priest of the Universal Church of 
  the Celestial Sun, you are expected to perform 
  religious ceremonies and hear confession. In return, 
  you have access to Church records and can be tried in 
  Church courts. Priests are much better educated than 
  most; you begin with Knowledge (Languages) d6 
  with a specialization in Latin, and two skill points to 
  spend on Knowledge (Known Worlds, Occult Lore or 
  Tech). You also gain the benefits of one of the 
  following edges: Arcane Background (Theurgy), 
  Healer, Holy Artifact, Holy Champion, Scholar, or 
  Wizard. However, priests are not allowed to 
  accumulate wealth, so you have the Poverty 
  hindrance. 
  New or Modified Edges 
  ADEPT [PROFESSIONAL] 
  Requirements: Novice, Arcane Background 
  (Theurgy), Theurgy d8+, Fighting d8+ 
  This edge applies to Theurgy rather than Miracles. 
  (SWD p.38) 
  ARCANE BACKGROUND (PSI) 
  [BACKGROUND] 
  Requirements: Novice, Smarts d6+, Spirit d6+ 
  Skill: Psi (Smarts) 
  Starting Power Points: 10 
  Starting Powers: 3 
  You are a psychic, able to use the power of your 
  mind to lift objects, hear thoughts, or see the future. 
  You also bear a psychic stigma, a physical deformity 
  that reveals your occult nature. For full details see 
  “Psychic Powers,” below. 
  Urge: If you roll a 1 on your Psi die (regardless of 
  your wild die), you awaken your urge. Your starting 
  Urge rating is 0. 
  
   
   
  7 
  ARCANE BACKGROUND (THEURGY) 
  [BACKGROUND] 
  Requirements: Novice, Smarts d6+, Spirit d6+ 
  Skill: Theurgy (Spirit) 
  Starting Power Points: 10 
  Starting Powers: 3 
  You are a theurge, capable of invoking holy powers 
  with your prayers. You also bear a theurgic stigma, a 
  physical deformity that reveals your occult nature. 
  For full details see “Theurgy,” below. 
  Hubris: If you roll a 1 on your Theurgy die 
  (regardless of your wild die), you cause a hubris 
  effect. Your starting Hubris rating is 0. 
  CHANGED [BACKGROUND] 
  Requirements: Novice 
  Your ancestors were the subject of genetic 
  engineering, granting you capabilities outside the 
  range of normal humans. Select two mutations from 
  the list on the next page. You can take this edge 
  additional times, gaining one new mutation each time. 
  The downside is that the Changed are universally 
  reviled. Essentially, you gain a variation of the Secret 
  hindrance. You suffer -2 Charisma against anyone 
  who knows you are Changed (except other Changed), 
  and if your condition becomes widely known, 
  Inquisitors with flameguns might try to purify your 
  bloodline the hard way. 
  CYBORG [BACKGROUND] 
  Requirements: Novice 
  You have received cybernetic implants at some 
  point. Taking this edge gets you 5000 firebirds worth 
  of cybernetic devices. 
  HOLY ARTIFACT [BACKGROUND] 
  Requirements: Novice 
  You possess a wondrous item of power from a past 
  era. Select one of the following: 
   Adept Robes: Only Brother Battle characters can 
  select this artifact. 
   Battle Shield: An energy shield that stacks with 
  armor. 
   Psi Cloak: Advanced shield technology that repels 
  psychic assaults. 
   Saint's Lore: Contains a single theurgic rite. It is 
  activated using Spirit and has 10 power points. 
  These recharge at a rate of 1 per hour. 
   Special Weapon or Armor: A high-quality or 
  superior item that costs between 2,000 and 10,000 
  firebirds. It can't be one of the other artifacts in 
  this list. 
   Wireblade: A monomolecular blade that can slice 
  through ceramsteel. 
   Wyrd Tabernacle: Theurgic device that holds 5 
  power points. It costs you 5 personal power 
  points to recharge one of the tabernacle's power 
  points. 
   Vestment: Adds +2 to a single theurgic rite 
  HOLY CHAMPION [PROFESSIONAL] 
  Requirements: Novice, Arcane Background 
  (Theurgy), Spirit d8+, Faith d6+ 
  You gain the benefits of the Champion and Holy 
  Warrior edges. (SWD p.39) 
  INTEGRATED CYBERNETICS 
  [BACKGROUND] 
  Requirements: Novice, Vigor d6+ 
  Your cybernetic devices are more advanced than 
  most, much higher tech and less noticeable than the 
  usual clanking monstrosities. This edge negates 4 
  points’ worth of Charisma penalty from cybernetic 
  devices. You can take this edge multiple times, each 
  time negating 4 points of Charisma penalty. 
  MENTALIST [PROFESSIONAL] 
  Requirements: Novice, Arcane Background (Psi), 
  Smarts d8+, Psi d6+ 
  This edge applies to Psi rather than Psionics. (SWD 
  p.40) 
  MR. FIX IT [PROFESSIONAL] 
  Requirements: Novice, Smarts d10+, Repair d8+, 
  Knowledge (Tech) d8+ 
  This edge is unchanged other than the 
  requirements. (SWD p.40) 
  MULTIDEXTROUS [BACKGROUND] 
  Requirements: Novice; Gannok, Vorox, or 
  Changed with Extra Arm; Ambidextrous; Agility d8+ 
  You don’t suffer an off-hand penalty with any of 
  your limbs. 
  POISON CLAW [BACKGROUND] 
  Requirements: Novice, Vorox 
  You are either a noble vorox, allowed to retain a 
  poison claw as a sign of status, or you are a feral who 
  has somehow left the jungle. If your unarmed attack 
  causes a wound, then the target must make a Vigor 
  check or become paralyzed. The victim makes a Vigor 
  check each round thereafter; on a success they recover 
  from paralysis but can only take free actions that 
  round, and on a raise they recover completely and 
  can act normally right away. 
  
  8  
  Mutation 
  Appearance 
  Effect 
  Air Eater 
  Never eats or drinks 
  You never need to eat or drink 
  Aquatic 
  Gills, webbed fingers 
  Swimming d6, plus you can breathe water and don’t suffer 
  penalties for depth or cold or similar. 
  Chameleon 
  Skin changes colors 
  Stealth +2, +4 when not moving 
  Claws 
  Claws 
  Str+d6 damage 
  Dexterity 
  Elongated Fingers 
  +2 on tasks of fine manual dexterity, like lockpicking or surgery 
  Digestive Puke 
  You vomit on your enemies Requires a touch attack (Fighting+2); deals 2d6 damage for 3 
  rounds, can only be used once every 5 minutes 
  Echolocation 
  Large ears or big forehead 
  Negate all non-auditory Notice penalties within a range equal to 
  your Smarts 
  Extra Arm 
  Extra arm, prehensile tail, 
  or tentacle 
  You have an extra limb that can be used to attack or take an action, 
  with multi-action penalty and off-hand penalty (unless you get the 
  Multidexterity edge); can be taken multiple times 
  Extra Legs 
  Extra legs 
  Pace +2; can be taken a second time for Pace +4 
  Eyestalks 
  Eyeballs on retractable 
  stalks 
  You can see around corners from 1” away; others can Notice or 
  Shoot your eyeball, but at -6 
  Footpads 
  Thick, soft feet 
  Stealth +2 when moving 
  Frog Tongue 
  Really long tongue 
  You can make unarmed and grapple attacks with reach 2”, and can 
  grab objects, but performing fine manipulation takes a -4 penalty 
  Glider Wings 
  Big freakin’ wing flaps 
  Fly Pace 8” (Climb -1) 
  Immunity 
  Never sick 
  You are immune to poison and disease 
  Infravision 
  Oddly colored eyes, viper 
  pits 
  Halve darkness penalties, and +2 to Tracking targets who passed by 
  within the past 5 minutes 
  Low-Light Eyes 
  Cat eyes or large eyes 
  Negate penalties due to dim and dark lighting 
  Metonym 
  Shapeshifting 
  You can disguise yourself as someone of roughly the same height 
  and build as an action; suspicious observers get a Notice check  at -
  4 to see through the disguise (or -0 if you are disguised as someone 
  they are familiar with)  
  Muscles 
  Ripped 
  Strength +1 (stacks up to +3), including melee damage and carrying 
  capacity 
  Pheromones 
  Pleasant body odor 
  +2 to Persuasion checks on one gender (may be taken twice for 
  both) 
  Poison 
  Stinger, fangs, small claws 
  Anyone Shaken by your unarmed attack or natural weapons must 
  make a Vigor check or be paralyzed; victims get a Vigor check at -2 
  each round to recover 
  Scent 
  Large nose 
  You can identify creatures or objects by scent, and get a +2 bonus to 
  Tracking or Noticing creatures by scent 
  Tough Skin 
  Scales, leathery hide, bony 
  plates 
  Armor +1 (stacks up to +3) 
   
  
   
   
  9 
  STARSHIP [BACKGROUND] 
  Requirements: Novice, Debt (Major) Hindrance 
  You begin play with a starship of the frigate, 
  lander, or freighter class. It is armed with a grapple 
  gun, plus either a slug gun, laser, or blaster. The ship 
  is legally yours, and you are the captain of it. It begins 
  play fully functional and with one month’s worth of 
  provisions and fuel. Your starship does not come with 
  a crew, however, so be sure to select one that you can 
  manage on your own. For full details, see Starships, 
  below. 
   
  TECHNOLOGIC ARTIFACT 
  [BACKGROUND] 
  Requirements: Novice 
  You possess a wondrous piece of technology from a 
  past era. Select one of the following: 
   Advisor: A think machine that functions as an 
  advisor, hierarchy, facial scanner and mapper. 
   Battle Shield: An energy shield that stacks with 
  armor. 
   Flux Sword: An energy sword. 
   Mist Sword: An energy sword that can be 
  psychically bonded to the wielder. 
   Neural Disruptor: A banned weapon that harms a 
  victim's brain cells. 
   Psi Cloak: Advanced shield technology that repels 
  psychic assaults. 
   Soul Shard: Holds 5 power points. One-time use 
  to reduce Urge or Hubris. It costs you 5 personal 
  power points to recharge one of the shard's 
  power points. 
   Special Weapon or Armor: A high-quality or 
  superior item that costs between 2,000 and 10,000 
  firebirds. It can't be one of the other artifacts in 
  this list. 
   Wireblade: A monomolecular blade that can slice 
  through ceramsteel. 
  UKARI TOUCH-FIGHTER [PROFESSIONAL] 
  Requirements: Novice, Human or Ukar, Agility 
  d8+, Fighting d8+ 
  You are trained in the traditional and deadly close-
  combat techniques of the Ur-Ukar. You get a +2 bonus 
  to grapple checks, and your grappling damage gains 
  AP 2. You only need one hand to grapple, and if you 
  have a knife or dagger in your other hand, you can 
  deal its damage instead of your unarmed damage 
  when grappling. 
  WIZARD [PROFESSIONAL] 
  Requirements: Novice, Arcane Background 
  (Theurgy), Smarts d8+, Knowledge (Occult Lore) d8+, 
  Theurgy d6+ 
  This edge applies to Theurgy rather than 
  Spellcasting. (SWD p.40) 
  
  10  
  Hindrances 
  BARBARIAN (MINOR) 
  The term “Known Worlds” means something 
  different to you, since you were raised in barbarian 
  space. You take a -2 penalty on all Common 
  Knowledge and Knowledge (Known Worlds) checks 
  that pertain to the Phoenix Empire. On the plus side, 
  you can make Common Knowledge and Knowledge 
  (Known Worlds) checks which pertain to either 
  Vuldrok or Kurgan space (your choice, at character 
  creation) at no penalty. 
  CORRUPTED (MINOR or MAJOR) 
  Only psychics and theurges can take this hindrance. 
  Your Urge rating or Hubris rating is higher than 
  normal: 2 points for a minor hindrance, 4 points for a 
  major hindrance. 
  DEBT (MINOR or MAJOR) 
  You owe the Reeves, big time. We are talking 10,000 
  firebirds for a minor hindrance, or 50,000 for a major 
  hindrance! And they are coming to collect. You need 
  to make regular payments equal to about 1/20 of your 
  loan each month (500 for a minor hindrance, 2500 for 
  a major hindrance) for two years (that includes all the 
  interest). If you fail to do so, Reeve collection agents 
  come after you, and you suffer the consequences of 
  the Enemy (minor or major) hindrance. 
  OBLIGATIONS (MINOR) 
  You have responsibilities to some other 
  organization, such as your duty to your noble house 
  or guild, or maybe you are part of a psychic coven. 
  Occasionally, the NPCs to whom you are obliged will 
  require your aid, and withholding it may have 
  repercussions. 
  PENITENT (MINOR) 
  To take this hindrance, you must have Arcane 
  Background (Psi), Changed, or cybernetic implants. 
  You’ve thrown yourself on the mercy of the Church, 
  and are now a Penitent, officially sanctioned to use 
  your special abilities in return for penance and 
  indoctrination. The upside is that the Inquisition is no 
  longer after you. The downside is that you are under 
  Church control, effectively getting the Obligations 
  hindrance. 
  SECRET (MINOR or MAJOR) 
  Maybe you are one of the Changed or are a spy 
  from a Lost World or were involved in a plot to 
  assassinate the Emperor. Maybe you’re just an 
  escaped serf posing as a freeman. In any event, you 
  have some dark secret that you don’t want anyone to 
  find out. Discovery will cause problems for you; 
  whether this hindrance is minor or major depends on 
  the magnitude of the problems. In general, if the 
  secret becomes widely known, this hindrance 
  automatically gets replaced with another one, such as 
  Enemy (minor or major) or Wanted (minor or major). 
   
  
   
   
  11 
  GEAR
  All characters start with 1000 firebirds, unless they 
  have the Rich edge. Rich characters start with 3000 
  firebirds, and Very Rich characters start with 5000. 
  Shield Penetration (SP): This works just like 
  Armor Piercing (AP). Each point of SP subtracts from 
  your foe’s shield bonus to Toughness when 
  calculating damage. 
  Called Shot: Slip Past Energy Shield: When 
  making a melee attack against a character with an 
  energy shield, you can move your weapon slowly and 
  deliberately, in order to bypass their shield 
  protection. You take a penalty on the attack roll, and 
  gain an equal amount of Shield Penetration on the 
  damage roll. This stacks with existing SP from your 
  weapon. For example, if you are using your sword to 
  attack someone with a dueling shield (shield bonus 
  +4), you could take up to a -4 penalty on your attack 
  to get SP 4 on your damage roll. If you were using a 
  vibrating blade, which already has SP 2, then all you 
  need is to take a -2 penalty to the attack in order to 
  increase to SP 4 and negate the shield entirely. 
   
   
  Armor and Energy Shields 
  Armor  
  Type  
  Armor Weight (*) 
  Cost (*) 
  Notes  
  Leather  
  +1 
  15  
  8  
  Covers torso, arms, legs 
  Synthsilk 
  +1 
  2 
  300 
  Covers torso, arms, legs; stacks with energy shield 
  Stiffsynth  
  +2  
  5  
  500  
  Covers torso, arms, legs  
  Space Suit  
  +2 
  60  
  100  
  Covers head, torso, arms, legs; contains 12 hours of 
  air and thermal regulation 
  Chainmail*  
  +2 
  25 (15*)  
  20 (50*)  
  Covers torso, arms, legs  
  Breastplate*  
  +4 
  25 (15*)  
  40 (100*)  
  Covers torso  
  Plate armor*  
  +4 
  50 (30*)  
  80 (160*)  
  Covers head, torso, arms, legs  
  Ceramsteel  
  +6 
  120 (0 when 
  powered)  
  1000  
  Covers head, torso, arms, legs; fusion cell lasts 24 
  hours  
  Adept Robes  
  +6 
  120 (0 when 
  powered)  
  50,000 (black 
  market only)  
  Covers head, torso, arms, legs; when powered, 
  increases Strength by 1 die and Pace by +2; fusion 
  cell lasts 24 hours  
  Helmet*  
  +4 
  6 (4*)  
  10 (25*)  
  Covers head  
  * This armor can be made of plastic instead of metal. Parenthetical values are for plastic. 
  
  12  
  Energy Shields  
  Type  
  Shield Cost  
  Notes  
  Dueling Shield  +4 
  500  
  Stacks with synthsilk, subdermal plating cyber device, or tough skin mutation 
  Battle Shield  
  +4 
  2500  
  Stacks with leather, synthsilk, stiffsinth, chainmail, subdermal plating, tough skin 
  Assault Shield  +4 
  5000  
  Stacks with any armor 
  Psi Cloak  
  –  
  3000  
  +4 to any roll to resist Psi powers, and to Spirit to resist neural disruptors  
  Armor Upgrades  
  Type  
  Armor  
  Weight  
  Cost  
  Notes  
  High-Quality (armor or energy 
  shield)  
  +1  
  -5 (min. 1)  x5 (min. 500)  
  – 
  Superior (armor or energy shield)  +2 
  -5 (min. 1)  x25 (min. 2500)  – 
  Frictionless Gel (armor)  
  +2 vs non-energy 
  weapons  
  0  
  500  
  Takes 5 minutes to apply and 
  lasts for 24 hours; -1 to Agility  
  Polymer Knit (armor) 
  +4 armor against 
  slug guns 
  8 
  200  
  – 
  Fireproof (armor) 
  +4 armor against fire 0 
  100 
  – 
  WET Suit (armor) 
  – 
  4 
  400 
  Keeps the wearer’s body 
  moist, preventing Oro’ym 
  dehydration 
   
  Ranged Weapons 
  Slug Guns  
  Type  
  Range  
  Damage  
  RoF  Shots  Cost (*)  
  Weight Notes  
  Hold-Out  
  6/12/24  
  2d6-1, AP 1  
  1  
  2  
  50 (1*)  
  1  
  – 
  Autofeed  
  12/24/48  
  2d6, AP 1  
  1  
  15  
  150 (2*)  
  1  
  Semi-Auto  
  Revolver  
  12/24/48  
  2d6+1, AP 1  
  1  
  6  
  250 (6*)  
  3  
  Semi-Auto  
  SMG  
  12/24/48  
  2d6+1, AP 1  
  1-3  
  20  
  350 (3*)  
  5  
  Auto, 3RB 
  Imperial Rifle  
  24/48/96  
  2d8, AP 2  
  1-2 
  16 
  200 (3*)  
  8 
  Semi-Auto, Min Str d6 
  Assault Rifle  
  24/48/96  
  2d8+1, AP 2  
  1-3  
  30  
  500 (60*)  
  10  
  Auto, 3RB, Min Str d6 
  Machine Gun  
  30/60/120  
  2d8+1, AP 2  
  1-3  
  250  
  750 (100*)  
  20  
  Snapfire, Min Str d8 
  Sniper Rifle  
  50/100/200  
  2d10, AP 4  
  1  
  1 
  700 (15*)  
  10  
  Snapfire, Heavy Weapon, Min 
  Str d8 
  Mounted Gun  
  50/100/200 
  2d10, AP 4  
  3-4  
  200  
  1000 (100*) 
  80  
  May Not Move, Heavy 
  Weapon 
  Shotgun, shot  
  10/20/40 
  1-3d6  
  1  
  6  
  300 (3*)  
  5  
  +2 Shooting  
  Shotgun, slugs  
  10/20/40 
  2d8, AP 4  
  1  
  6  
  300 (6*)  
  5  
  – 
  * Cost for a single magazine worth of ammo. 
  
   
   
  13 
  Bows and Crossbows  
  Type  
  Range  
  Damage  
  RoF  Shots  
  Cost (*)  
  Weight  Notes  
  Hand Crossbow  10/20/40  
  2d4, AP 1  
  1  
  1  
  7 (15*)  
  2  
  Reload 1 action 
  Hunting bow  
  12/24/48  
  2d6  
  1  
  30 
  5 (7*)  
  1  
  Min Str d6 
  Crossbow  
  15/30/60  
  2d6, AP 2  
  1  
  1  
  10 (15*)  
  5  
  Reload 1 action 
  Longbow  
  15/30/60  
  2d6+1, AP 1  
  1  
  30  
  10 (7*)  
  2  
  Min Str d8 
  * Cost for a single quiver (30) of arrows or bolts. 
  Energy Guns  
  Type  
  Range  
  Damage  
  RoF  Shots  Cost (*)  
  Weight  Notes  
  Palm Laser  
  12/24/48  
  2d4-1, AP 1  
  1  
  7  
  200 (10*)  
  1  
  +2 Shooting, Scatter***  
  Laser Pistol  
  24/48/96  
  2d4, AP 1  
  1  
  15  
  300 (10*)  
  2  
  +2 Shooting,  Scatter***  
  Laser Rifle  
  50/100/200  
  2d6, AP 2  
  1  
  23  
  500 (10*)  
  4  
  +2 Shooting, Scatter***  
  Assault Laser  50/100/200  
  2d6+1, AP 2  
  1-3  
  20  
  700 (10*)  
  7  
  +2 Shooting, Auto, Scatter***  
  Laser Sniper 
  Rifle 
  60/120/240  
  2d6+1, AP 4  
  1  
  10  
  800 (10*)  
  7  
  +2 Shooting, Snapfire, Heavy 
  Weapon, Scatter***  
  Cutting Laser 
  12/24/48 
  2d4, AP 8 
  1 
  5 
  50 (10*) 
  8 
  Snapfire, Scatter*** 
  Blaster Pistol  12/24/48  
  2d8, AP 1, SP 2  
  1  
  10  
  700 (10*)  
  2  
  Semi-Auto  
  Blaster Rifle  
  24/48/96  
  2d10, AP 1, SP 2  1-3  
  15  
  1000 (10*)  5  
  Auto, 3RB  
  Blaster 
  Shotgun  
  6/12/24  
  1-3d8 
  AP 1, SP 2  
  1  
  8  
  1200 (10*)  5  
  +2 Shooting 
  Flamegun  
  Cone  
  2d10, AP 10, SP 
  2  
  1  
  30  
  150 (5*)  
  12  
  Min Str d6 
  Stunner  
  10/20/40  
  2d6 AP 6 
  1  
  15  
  300 (10*)  
  2  
  Non-lethal damage 
  Neural 
  Disruptor  
  10/20/40  
  2d8 vs Sprit 
  1  
  6  
  3000 (10*)  2  
  Non-lethal damage; compared 
  to Spirit die size instead of 
  Toughness 
  * Cost for a single magazine worth of ammo. 
  *** Scatter: Attack penalties from range, fog, smoke, or dust, also apply to damage. 
  Heavy Weapons  
  Type  
  Range  
  Burst 
  Damage  
  RoF  Shot
  s  
  Cost (*)  
  Weight  Notes  
  Grenade  
  5/10/20  
  Medium 
  3d6  
  1  
  – 
  25 
  1  
  Thrown 
  Grenade 
  Launcher  
  15/30/60  
  Medium 
  3d6  
  1  
  1  
  500 (25*)  
  12  
  Snapfire  
  Rocketeer  
  12/24/48  
  Medium 
  4d8, AP 8  
  1  
  5  
  400 (125*)  15  
  Snapfire, Heavy 
  Weapon  
  Missile 
  Launcher  
  24/48/96  
  Large 
  4d8+2, AP 20  1  
  1  
  800 (100*)  20  
  Snapfire, Heavy 
  Weapon  
  * Cost for a single magazine worth of ammo. 
  
  14  
  Ranged Weapon Upgrades  
  Type  
  Damage  
  Weight  
  Cost  
  Notes  
  High-Quality (ranged weapon) 
  +1  
  -1 (min. 1)  x5 (min. 1000)  
  – 
  Superior (ranged weapon) 
  +2 
  -2 (min. 1)  x25 (min. 5000)  – 
  Slapper Ammo (slug guns)  
  +0 
  – 
  (x2*)  
  Non-lethal damage 
  Vorox Claw Ammo (slug guns)  
  +1  
  – 
  (x2*)  
  – 
  Needler Ammo (slug guns)  
  AP 2  
  – 
  (x3*)  
  – 
  Blast Capsules Ammo (slug guns)  
  +2, SP 2  
  – 
  (x6*)  
  – 
  * Cost for a single magazine worth of ammo 
   
  Melee Weapons 
  Hand Weapons  
  Type  
  Damage  
  Weight  Cost  
  Notes  
  Small Shield (Buckler)  Str 
  4  
  3  
  +1 Parry 
  Medium Shield  
  Str 
  6  
  4  
  +1 Parry, +2 Armor to ranged shots that hit 
  Large Shield (Kite, 
  Pavise)  
  Str 
  10  
  15  
  +2 Parry, +2 Armor to ranged shots that hit 
  Dagger  
  Str+d4 
  1  
  1  
  Throw range 3/6/12 
  Main Gauche  
  Str+d4 
  1  
  5  
  Increases main-hand weapon Parry by +1 
  Club  
  Str+d4  
  1  
  – 
  – 
  Brass Knuckles  
  Str+d4  
  1  
  3  
  Considered an unarmed attack  
  Whip  
  Str+d4  
  1  
  3  
  Reach 2  
  Staff  
  Str+d4  
  2  
  – 
  Parry +1, Reach 1, 2 hands  
  Rapier  
  Str+d4  
  2  
  10  
  Parry +1  
  Suresnake Whip  
  Str+d4  
  1  
  100  
  Parry -1, Reach 2, +1 attack 
  Short Sword  
  Str+d6  
  2  
  4  
  – 
  Axe  
  Str+d6 
  2  
  5  
  Throw range 3/6/12 
  Flail 
  Str+d6  
  4  
  4  
  Ignores held shield Parry and Cover bonus  
  Spear  
  Str+d6  
  2  
  1  
  Parry +1, Reach 1, 2 hands, Throw range 3/6/12  
  Bayonet  
  Str+d6  
  rifle + 1  2  
  Parry +1, Reach 1, 2 hands  
  Katana  
  Str+d6 
  3  
  100 
  +1 damage if wielded in 2 hands 
  Long Sword  
  Str+d8  
  4  
  15  
  – 
  Bastard Sword  
  Str+d8  
  4  
  35 
  Parry -1, +1 damage if wielded in 2 hands 
  Glankesh Sword  
  Str+d8  
  4  
  25  
  Cost only 10 for Vorox 
  Great Sword  
  Str+d10  
  6  
  30  
  Parry -1, 2 hands  
  Great Axe  
  Str+d10  
  7  
  25  
  Parry -1, 2 hands  
  
   
   
  15 
  Artifact Hand Weapons  
  Type 
  Damage  
  Weight  Cost  
  Notes  
  Wireblade 
  Str+d4+2, AP 10  
  2  
  10,000  
  Parry +1  
  Flux Sword 
  Str+d6+4, AP 2, SP 2  
  1  
  15,000  
  – 
  Mist Sword 
  Str+d6+4, AP 2, SP 2  
  1  
  30,000  
  +2 to activate Psi powers involving the sword  
  Hand Weapon Upgrades  
  Type  
  Damage  Weight  
  Cost  
  Notes  
  High-Quality (weapon)  
  +1  
  -1 (min. 1)  x5 (min. 100)  
  – 
  Superior (weapon)  
  +2 
  -2 (min. 1)  x25 (min. 500)  – 
  Shocker (non-artifact weapon)  
  +1, AP 2  
  +1  
  +30  
  Requires an action to activate; fusion 
  cell lasts 10 rounds 
  Vibrating Blade (non-artifact 
  bladed weapon)  
  +1, SP 2  
  +1  
  +100  
  Requires an action to activate; fusion 
  cell lasts 10 rounds 
   
  Equipment 
  Common Gear 
  Item 
  Cost 
  Notes 
  Elixir 
  10 
  Using elixir requires an action and a Healing check. One dose allows the target to make a 
  single natural healing check at the start of their next turn. Multiple doses don’t stack; 
  they must be administered over multiple turns. Elixir can also heal incapacitation, but 
  this takes 10 minutes. 
  Fusion Cell 
  20 
  High-tech energy storage device. 
  Fusion Cell 
  recharge 
  5 
  (Cost to recharge a fusion cell.) 
  Fusion Torch 
  5 
  It’s just a flashlight. 
  Immunization Kit 100 
  Vigor +2 against the common diseases of one particular planet. 
  NanoTech 
  MedPac 
  1000 
  This can be used to heal an injury. Using the MedPac requires a Healing check (at -2 if 
  the injury is permanent). On a result of 1 or less, you gain an injury! On a raise, the 
  nanites are recovered and the MedPac can be used again. This takes 1 hour. 
  Squawker 
  50 
  A walkie-talkie with a range of 25km and a fusion-cell life of 24 hours. 
  Tools 
  10 
  Required to use Healing, Lockpicking, or Repair skills. (Each must be purchased 
  separately.) 
  Whisper Pin 
  100 
  Concealed squawker with a 5-hour lifespan. 
   
  
  16  
  Think Machines  
  The following are portable think machines. 
  Multiple functions can be combined into one machine 
  (just combine the costs). These functions can access 
  each other (for example, a Mapper/Facial Scanner 
  remembers where you saw someone; a 
  Library/Advisor can offer advice on the subject of the 
  library). 
   
   
   
   
   
   
   
   
  Type 
  Cost 
  Function 
  Mapper 
  700 
  +2 to checks involving navigation. 
  Facial Scanner 
  1500 
  Remembers faces and information about them. 
  Hierarchy 
  1500 
  Perfect information storage and retrieval. 
  Library 
  2000 
  +2 to one type of Knowledge. 
  Advisor 
  3000 
  AI which offers advice and "wisdom." 
   
  
   
   
  17 
  Cybernetics 
  In addition to the firebird cost, cybernetic devices 
  carry a Charisma penalty. Most cybernetics are bulky, 
  noisy, or ugly, leaking strange fluids or otherwise 
  granting an inhuman appearance. The Integrated 
  Cybernetics edge reduces this penalty. 
   
   
   
   
   
   
   
  Device 
  Cost 
  Cha 
  Effect 
  Artificial Organ 1200 
  +0 
  One of your internal organs has been replaced with a mechanical substitute. 
  This can cure a permanent injury that had been dealt to that organ. 
  Cyber Limbs 
  100 per 
  limb 
  -1 
  You have replaced one of your limbs with a machine. The firebird cost is per 
  limb, but the penalty only applies once regardless of how many limbs you 
  have replaced. 
  Engineer’s Eye 
  1800 
  -1 
  You gain infravision, microscopic and telescopic vision. This gives you a net +2 
  to Notice checks, plus the opportunity to see things others might be unable to. 
  Ether Ear 
  1000 
  -1 
  You can hear radio signals, and intercept transmissions by using Knowledge 
  (Tech). 
  Goliath Skin 
  1000 
  per 
  bonus 
  -1 per 
  bonus 
  Artificial musculature gives you incredible lifting power. You gain a +1, +2, or 
  +3 bonus to Strength, including calculations of melee damage and carrying 
  capacity. 
  Jonah 
  750 
  -1 
  A harpoon launcher in your forearm can not only shoot people (range 6/12/24, 
  damage 2d6), but also reel them in on a metal cable. Reeling in the cable 
  requires an action and an opposed Strength roll; you pull the victim 3” 
  towards you per success and raise. You can also use the cable-and-winch 
  system to pull yourself up a wall or swing across a chasm or the like, using an 
  unopposed Strength check. 
  Lithe Wire 
  1000 
  per 
  bonus 
  -1 per 
  bonus 
  Electronic cabling enhances your nervous system, giving you a +1, +2, or +3 
  bonus to Agility checks. 
  Movement Boost 1000 
  -1 
  Your legs contain artificial joints and servos for faster speed. Pace +2. Your 
  jumping distances double, and for each raise on a jump check you go a further 
  2”. 
  Oxy-Lung 
  4000 
  +0 
  You don’t need to breathe. 
  Second Brain 
  500+ 
  -1 
  You have an embedded think machine (price not included) inside your skull. 
  Subdermal 
  Plating 
  1000 
  per 
  bonus 
  -1 per 
  bonus 
  High-tech materials just under your skin give you a +1, +2, or +3 bonus to 
  armor. This stacks with energy shields but not with other armor. 
  Synthskin 
  3500 
  per 
  bonus 
  +1 per 
  bonus 
  Aesthetic restructuring grants you a +1, +2, or +3 bonus to Charisma, instead of 
  the usual penalty most cybernetic devices bear. 
  Tool Implant 
  50+ 
  +0 
  A hidden compartment conceals some sort of tools (price not included). 
  Viper Sword 
  Arm 
  1600 
  +0 
  You have a concealed telescoping blade in your forearm. It takes an action to 
  extend or retract, and has the stats of a rapier which can’t be disarmed. 
  
  18  
  PSYCHIC POWERS 
  The power of the mind is a feared and mysterious 
  phenomenon. All psychics must begin with a psychic 
  stigma, a physical deformity or strange trait (such as 
  glowing eyes, six fingers on each hand, two different 
  colored eyes, sparks when you use your powers, or a 
  short tail) that indicates they are psychic. 
  Psychic Paths 
  Psychic powers are organized into paths. Each path 
  has a starting power, which you must learn before 
  any other powers. (Two special paths, Visioning and 
  Turning, have additional requirements to learn their 
  powers.) 
  If you have the starting power for a path, you can 
  spend 1 benny to use a power you don't know from 
  that path, for a single use. The power can't be of a 
  higher rank than you. 
  Bedlam 
  Starting Power (Novice): 
  Prana: You channel energy into your melee attacks. 
  [smite; self only] 
  Novice: 
  Blur: You become hard to see. [deflection] 
  Confuse: Your opponents stagger about in 
  disarray. [stun] 
  Nerve Burn: You degrade your opponent's nervous 
  system. [boost/lower trait; lower only] 
  Prana Burst: A blast of energy damages your 
  enemies. [burst] 
  Seasoned: 
  Whirling Dervish: You act with amazing speed 
  and grace. [quickness; self only] 
  Far Hand 
  Starting Power (Novice): 
  Lifting Hand: This works just like telekinesis, except 
  that you can only lift light objects, with a weight 
  equal to at most your Spirit (or Spirit x5 on a 
  raise). You can't wield weapons or drop things 
  on people with this power. [telekinesis; lifts 1/10 
  the normal amount; Power Points: 1] 
  Novice: 
  Force Shield: Deflect attacks against you. 
  [deflection] 
  Throwing Hand: You telekinetically throw small 
  objects at opponents to cause damage. [bolt] 
  Seasoned: 
  Far Arms: You lift and manipulate objects. 
  [telekinesis] 
  Force Wall: An invisible wall of telekinetic energy. 
  [barrier] 
  Veteran: 
  Air Stride: You move through the air. [fly] 
  Psyche 
  Starting Power (Novice): 
  Mind Sight: You can detect intelligent creatures. 
  This works just like detect/conceal arcana, except 
  that it detects thinking minds instead of 
  supernatural powers, and can penetrate solid 
  barriers. You also learn the emotional state of 
  anyone you detect. Any character who is hiding 
  can attempt to hide their presence or their 
  emotional state from you with an opposed Psi or 
  Smarts check, even if they aren't aware of you 
  and have no psychic ability. [detect/conceal arcana; 
  Range: Smarts x10] 
  Novice: 
  Brain Blast: You cause a psychic disturbance that 
  incapacitates your foes. [confusion] 
  Mind Search: You can read the thoughts of another 
  creature, against its will. [mind reading] 
  Mind Speech: You can communicate telepathically 
  with any creature you are aware of, exchanging 
  thoughts, images, emotions, and memories. With 
  a single power point and a successful check, you 
  can communicate with a number of targets equal 
  to your Smarts, for up to 10 minutes. Targets can 
  send you thoughts, and you can send them 
  thoughts, until the duration ends or you break 
  contact. Unwilling targets can resist contact by 
  beating your Psi check with a Psi or Spirit check. 
  [Power Points: 1; Range: Smarts x10; Duration: 10 
  minutes] 
  Veteran: 
  Puppetry: You control the mind of another. [puppet] 
  
   
   
  19 
  Soma 
  (Powers of the Soma path only target yourself, 
  never another character) 
  Starting Power (Novice): 
  Enhance Body: You increase one of your 
  characteristics. [boost/lower trait; only boosts 
  Agility, Strength, Vigor, Climbing, or Swimming; 
  self only; Duration: 1 minute (1/minute)] 
  Novice: 
  Closing: You can survive in harsh conditions. 
  [environmental protection; self only] 
  Hardening: Your skin toughens. This is treated as 
  armor that stacks with energy shields but not 
  with worn armor (use the best armor value). 
  [armor; self only] 
  Long Stride: You move faster than normal. [speed; 
  self only] 
  Recovering: You begin to heal. [healing; self only] 
  Seasoned: 
  Masking: You change your physical features to 
  resemble another. [disguise; self only] 
  Quickening: You act faster than normal. [quickness; 
  self only] 
  Sixth Sense 
  Starting Power (Novice): 
  Sensitivity: Your awareness of your surroundings 
  increases. You don't suffer any Notice penalties 
  for darkness, obscurement, loud noises, and the 
  like. You still can't see through solid objects, hear 
  in a vacuum, smell something odorless, etc. 
  [darksight; also negates penalties for other sorts of 
  concealment; self only] 
  Novice: 
  Premonition: You become aware of danger the 
  moment before it occurs. [deflection; self only] 
  Subtle Sight: You can detect psychic auras. 
  [detect/conceal arcana; detection only] 
  Seasoned: 
  Far Sight: You can project your senses remotely, 
  listening and hearing as though you were present 
  somewhere else. Make a Psi check to sense an 
  area you are familiar with, like your own home. 
  If you're not very familiar with the area, but have 
  been there before or studied it or are in 
  communication with someone who is there, you 
  take a -2 penalty on the check. If you have no 
  information about the area but suspect it exists 
  (e.g., "There must be a room beyond that wall" or 
  "The kidnapper must have hidden her nearby"), 
  you take a -4 penalty. You can only observe one 
  area at a time, and can't see your own 
  surroundings while observing someplace else. If 
  the area you are scrying upon is dark or foggy, 
  your vision is restricted as normal. You can 
  activate sensory powers through far sight as 
  though you were present in the other location. A 
  character in the area can use subtle sight to detect 
  your spying. [Power Points: 5; Range: Special; 
  Duration: 3 (1/round)] 
  Heroic: 
  Omen: You can get glimpses of the future. 
  [divination] 
  Vis Craft 
  Starting Power (Novice): 
  Vis Eye: You can sense, or hide, the flow of energy 
  around you. This works like Detect/Conceal 
  Arcana, except that it detects items using 
  electrical, chemical, or heat energy (but not living 
  organisms), and can penetrate solid barriers. 
  [detect/conceal arcana; Range: Smarts x10] 
  
  20  
  Novice: 
  Vis Bolt: You hurl a bolt of flame at an opponent. 
  [bolt] 
  Vis Flow: You can transfer energy from one device 
  to another, recharging dead batteries and 
  temporarily boosting a device's energy output. In 
  general this can increase or decrease the damage 
  die size of an energy weapon, or affects the trait 
  of a person using the device. For example, 
  draining a think machine reduces the Knowledge 
  (Tech) checks of anyone using it. [boost/lower trait; 
  powered devices only; with a single activation, 
  you can simultaneously lower one device and 
  boost another; lowering is opposed by the Repair 
  check of the person using the device, or who 
  created it] 
  Vis Shield: You project an energy shield. This 
  doesn't stack with a worn energy shield, but 
  stacks with all forms of armor. [armor] 
  Vis Shock: You channel electrical energy into a 
  melee weapon. [smite; self only] 
  Seasoned: 
  Vis Storm: A swirling vortex of heat and electricity 
  damages enemies. [blast] 
  Visioning 
  A character who scrutinizes one of your illusions 
  can see past it. This requires an action and a Smarts 
  check opposed by your Psi check. Powers that work 
  this way are marked "illusory." 
  Starting Power (Seasoned; requires Sensitivity and Mind 
  Sight): 
  False Sensation: You create a simple illusion, 
  including visual, auditory, and tactile elements. 
  The exact effect is up to you, but it can't replicate 
  the effect of any other power. What it can do is 
  give a bonus to your Persuasion checks and your 
  Smarts tricks (+2 to both, or +4 on a raise) 
  provided the illusion is somehow related. The 
  illusion can be any size you like, although 
  anyone who pierces part of the illusion pierces all 
  of it, and you can't block passage or line of sight 
  (that requires the false objects power). You also 
  can't make anything invisible or silent – you can 
  create or alter sensations, not eliminate them. 
  [boost/lower trait; Persuasion and Smarts trick 
  bonus only; Duration: 1 minute (1/minute); self 
  only, illusory] 
  Seasoned: 
  False Creatures: You conjure lifelike, animated 
  creatures or people. These can’t affect the 
  physical world directly or cause any real damage, 
  although their attacks can Shaken characters who 
  aren’t aware of the illusion. *summon ally; 
  illusory] 
  False Face: You disguise your own features, and 
  those of others, via an illusion. [disguise; illusory] 
  False Objects: An illusionary wall or other object, 
  which blocks sight and passage. This works just 
  like the barrier power, except that you can't climb 
  over it. Someone who pierces the illusion can 
  pass through the wall freely. [barrier; illusory] 
  False Scenery: You create illusionary terrain that 
  block sight, such as thick foliage, fog, darkness, 
  or even a crowd of people. The practical effect is 
  that no one can see in, out, or through the area. 
  [obscure; illusory] 
  False World: You completely control a single 
  target's senses, allowing you to manipulate their 
  actions. [puppet; illusory] 
  Turning  
  Starting Power (Seasoned; requires Sensitivity and Vis 
  Eye): 
  Veil: You disguise supernatural auras. 
  [detect/conceal arcana; conceal only] 
  Seasoned: 
  Cloaking: You become hidden from sight. 
  [invisibility; self only] 
  Diffusion: You create a psychic disturbance that 
  scatters wyrd energy, canceling supernatural 
  effects. [dispel] 
  Refraction: Occult powers "bounce" off of you. This 
  works just like deflection, but applies to any Psi 
  or Theurgy rolls made to attack you. [deflection; 
  applies penalty to hostile occult powers which 
  target you] 
  Veteran: 
  Redirection: You can reflect a supernatural power 
  towards a different target.This works like the 
  active use of dispel, exceptthe power is not 
  canceled, but rather deflected at another target of 
  your choice. The power's other parameters are 
  unchanged, as though the original user had 
  chosen your target. [dispel; reflects powers as they 
  are being used] 
  
   
   
  21 
  Urge 
  Everyone has two sides to their personality – the 
  person they want to be, and their shadow, 
  representing all of the dark desires and base emotions 
  that they must keep under control. For a psychic, 
  these suppressed personality traits may begin to 
  emerge as a Doppelganger, or Dark Twin. You may 
  find yourself saying things you don't mean, or even 
  using your powers against your allies... 
  Urge Rating 
  Your Urge rating starts at 0 (except for Ukar, who 
  start at 1). 
  Each time you commit some horrible act, you must 
  make Spirit check. You get a -2 or -4 penalty on the 
  check for particularly horrible acts (murder, rape, 
  torture). On a failure, increase your Urge rating by 1. 
  If your total is 1 or less, increase your Urge rating by 
  2! 
  You also gain 1 point of Urge by critically failing a 
  Psi roll. 
  Various types of therapy can reduce the Urge, but 
  each typically works only once. 
  If your Urge rating ever reaches 10, your Urge can 
  create a Dark Twin. This reduces your Urge all the 
  way down to 0, but may cause other problems for 
  you… 
  Awakening the Urge 
  Each time you roll a 1 on your Psi die – regardless 
  of your wild die – your Urge awakens, and can take 1 
  action per point of your Urge rating. On a critical 
  failure, you also increase your Urge rating by 1 (this 
  takes effect immediately, so your Urge gets the extra 
  action right away). 
  The Urge can make you do anything you are 
  capable of, except suicidal actions, and knows 
  everything you know. You can take actions as well, 
  although you suffer a multi-action penalty unless the 
  Urge is taking a free action. The Urge doesn't need to 
  take its actions right away, and can save them up 
  indefinitely. The Urge can act normally when you are 
  shaken (although this costs it actions). 
  Giving In to the Dark Side 
  When you make a Psi check, you can get a bonus 
  equal to ½ your Urge rating. However, this awakens 
  your Urge automatically. Actually rolling a 1 on the 
  Psi die is treated as a critical failure! 
   
  
  22  
  THEURGY 
  Not only is God real, He grants His faithful 
  followers awesome supernatural powers. All theurges 
  must begin play with a theurgic stigma, a physical 
  deformity (such as crying blood, fast-growing hair, 
  bleeding scars, or a jumpgate birthmark) which 
  indicates your holy powers. 
  Theurgic Rites 
  Theurgic rites are organized by sect, and learning a 
  power from a different sect requires you to be one 
  rank higher than normal. For example, if an Eskatonic 
  priest wanted to learn an Orthodox ritual of Novice 
  rank, he would need to wait until he was Seasoned. 
  Unordained characters who know theurgy are not 
  considered part of any sect, and so must wait until 
  one rank later to learn any ritual other than church 
  rituals. You can learn the powers in any order; you 
  don't need to learn a starting power first. 
  All theurgic rites require gestures and speech 
  (liturgy). The power point cost of performing a ritual 
  increases by 1 if you are bound or gagged (2 for both). 
  Church Rituals 
  Every character with theurgy has access to these 
  rituals. 
  Novice: 
  The Laying On of Hands: You can heal the 
  wounded with a touch. [healing, SWD p.114] 
  The Prophet's Censure: Your condemnation 
  hinders your enemies. [boost/lower trait; lower 
  only] 
  The Prophet's Holy Blessing: Your prayers can aid 
  your allies in their tasks. [boost/lower trait; boost 
  only] 
  Shield of Faith: You are mystically protected from 
  harm. This counts as an energy shield, but does 
  not stack with worn armor or energy shields. 
  [armor; self only] 
  The Tongues of Babel: You can speak and read 
  other languages. [speak language] 
  Seasoned: 
  The Righteous Assignation of Penance: You can 
  lower a character's Urge or Hubris by 1 rank. 
  However, this comes with a price. The Game 
  Master must come up with an appropriate quest 
  or restriction for the character. If the character 
  violates the restriction or fails to complete the 
  quest, the Urge or Hubris comes back. 
  Alternately, this power can be used to negate a 
  Hindrance, provided the character has enough 
  advancement points to buy off the Hindrance. 
  [boost/lower trait, SWD p.110; only lowers Urge or 
  Hubris and is opposed by Urge or Hubris; 
  Duration: Permanent] 
  Veteran: 
  Commandment: In the name of the Pancreator, you 
  force the target to take a single action. [puppet, 
  SWD p.115; only a single command may be 
  issued per casting] 
  Orthodox Rituals 
  Novice: 
  Armor of the Pancreator: The target is mystically 
  protected from harm. This counts as an energy 
  shield, and stacks with worn armor but not with 
  energy shields (thus making it strictly better than 
  shield of faith). [armor] 
  Congregation: You can communicate telepathically 
  with other intelligent creatures. [mind speech; see 
  “Psyche,” above] 
  
   
   
  23 
  Exorcism: This power can be used to cancel 
  demonic, psychic, or alien possession. [banish, 
  SWD p.109] 
  Faithful Heart: The target is protected from occult 
  powers. This works like Deflection, except it 
  applies to occult powers used against the target. 
  [deflection; applies penalty to hostile occult 
  powers which target you] 
  Empyrean Glow: You create a glowing orb of light. 
  This dazzling light can even be made bright 
  enough to obscure all vision in an area. 
  [light/obscure] 
  Seasoned: 
  Conflagration: Holy fire covers an area, damaging 
  enemies. [blast] 
  Sanctuary: Enemies cannot reach you or your allies, 
  protected by an invisible wall. [barrier; creates 
  four times as many sections, but they must form 
  a perimeter around you] 
  Brother Battle Rituals 
  Novice: 
  Armor of the Pancreator: The target is mystically 
  protected from harm. This counts as an energy 
  shield, and stacks with worn armor but not with 
  energy shields (thus making it strictly better than 
  shield of faith). [armor] 
  Fearsome Majesty: You strike fear into the hearts of 
  your foes. [fear] 
  Smiting Hand: You channel the Holy Flame 
  through your melee attacks. [smite; self only] 
  Soul's Vessel: You increase your physical 
  capabilities. [boost/lower trait; only boosts 
  Agility, Strength, Vigor, Climbing, and 
  Swimming; self only; Duration: 1 minute 
  (1/minute)] 
  Seasoned: 
  Righteous Fervor: You can act and attack much 
  faster than normal. [quickness] 
  Eskatonic Order Rituals 
  Novice: 
  All-Seeing Eye: You can sense a remote location, 
  like a use of far sight. [far sight; see “Sixth Sense,” 
  above] 
  Rending the Veil of Unreason: You can sense the 
  presence of intelligent creatures, like a use of 
  mind sight, except that instead of sensing their 
  present emotional state, you sense their main 
  personality traits. [mind sight; see “Psyche,” 
  above] 
  Second Sight: You can sense supernatural auras. 
  [detect/conceal arcana; detect only] 
  Seasoned: 
  Dispel: You cancel the use of an occult power. 
  [dispel] 
  Heroic: 
  Divine Revelation: A prayer for guidance 
  regarding a specific dilemma. [divination] 
  Temple Avesti Rituals 
  Novice: 
  Fault of the Soulless: You cause technology to fail, 
  inflicting damage on devices, robots, and 
  vehicles.  [bolt, SWD p.110; only against 
  electronics; deals 2d8 damage on up to 3 targets, 
  or 3d8 for one target; Range: Smarts x2] 
  Fearsome Majesty: You strike fear into the hearts of 
  your foes. [fear] 
  Scent of Evil: You can sense evil or unholy 
  creatures, artifacts, and effects, similar to the way 
  detect/conceal arcana can detect supernatural 
  effects. [detect/conceal arcana; only detects evil or 
  unholy presences] 
  
  24  
  Torchbearing: You create and control fire; you can 
  even hurl it at your enemies. [elemental 
  manipulation (fire); can also be used as a single 
  2d6-damage bolt] 
  Tortures of the Damned: You fill your enemies' 
  minds with visions of hell. [stun; but resisted by a 
  Spirit check instead of a Vigor check] 
  Seasoned: 
  Conflagration: Holy fire covers an area, damaging 
  enemies. [blast] 
  Sanctuary Aeon Rituals 
  Novice: 
  Calming: This power calms the angry, making it 
  harder to perform aggressive actions. [boost/lower 
  trait; only lowers Fighting, Intimidation, 
  Shooting, and Taunt, but lowers all four at once 
  for the price of one] 
  Cleanse: You can purify water and poisons, and 
  even extract pure water from the air. This can 
  even cleanse a living creature, removing fatigue. 
  [elemental manipulation (water) or succor] 
  Faithful Heart: The target is protected from occult 
  powers. This works like Deflection, except it 
  applies to occult powers used against the target. 
  [deflection; applies penalty to hostile occult 
  powers which target you] 
  Hearth: The target is protected from hostile 
  environments. [environmental protection] 
  Knowing Heart: You can detect other intelligent 
  beings and learn their emotional state. [mind 
  sight; see “Psyche,” above] 
  Seasoned: 
  Sanctuary: Enemies cannot reach you or your allies, 
  protected by an invisible wall. [barrier; creates 
  four times as many sections, but they must form 
  a perimeter around you] 
  Veteran: 
  Healing Hand of Saint Amalthea: You can heal 
  terrible wounds and diseases, even after the 
  golden hour. You can even revive the recently 
  deceased. Using the rite in this way takes a single 
  action, costs 20pp, and carries a -2 penalty per 
  round that the victim has been dead (so there is 
  no penalty if the victim died on the current 
  round). [greater healing] 
  Hubris 
  The power to wield miracles should not be used 
  lightly, lest pride consume the unwary. As the 
  universe rejects your lack of humility, your body 
  becomes corrupt and twisted, and fate frowns on you 
  and your allies. 
  Hubris Rating 
  Your Hubris rating starts at 0. 
  Each time you commit some horrible act, you must 
  make Spirit check. You get a -2 or -4 penalty on the 
  check for particularly horrible acts (murder, rape, 
  heresy, excommunication). On a failure, increase your 
  Hubris rating by 1. If your total is 1 or less, increase 
  your Hubris rating by 2! 
  You also gain 1 point of Hubris by critically failing 
  a Hubris roll. 
  Various types of penitence can reduce Hubris, but 
  each typically works only once. 
  Effects of Hubris 
  Each time you roll a 1 on your Theurgy die – 
  regardless of your wild die – the mystical energies 
  you wield backfire. The GM immediately gets 1 
  benny per point of your Hubris rating to spend on 
  behalf of your opponents. On a critical failure, you 
  also increase your Hubris rating by 1 (this takes effect 
  immediately, so your opponents get the extra benny 
  right away). 
  Hubris also has a constant effect. The blemishes 
  and physical deformities impose a Charisma penalty. 
  Hubris also stunts growth and healing of living things 
  around you, imposing a penalty on checks made to 
  recover from wounds or disease. In both cases, the 
  penalty is equal to your ½ your Hubris (round down). 
  If your Hubris reaches 10, a far worse effect occurs: 
  all living creatures within 1000 kilometers of you 
  contract a terrible wasting disease, becoming 
  Exhausted and then dying in 2d4 days. Any increase 
  to your Hubris rating increases the radius by 1000km. 
  This disease is not contagious, but it can't be cured 
  except by Theurgy. Wild Cards are entitled to a Vigor 
  check to avoid this fate, although they become 
  Fatigued for 2d4 days unless they succeed with a 
  raise. 
  Giving In to Corruption 
  When you make a Theurgy check, you can get a 
  bonus equal to ½ your Hubris rating. However, this 
  causes a backfire effect automatically (your opponents 
  gain 1 benny per point of Hubris). Actually rolling a 1 
  on the Theurgy die is treated as a critical failure! 
  
   
   
  25 
  STARSHIPS 
  Ship Stats
  Class 
  Tough 
  (Shields) 
  Speed 
  (AUs/day) 
  Land 
  Guns 
  Crew 
  (Pass) 
  Cargo, 
  tons 
  Cost (Maintenance) 
  Shuttle 
  16 (2) 
  4% (7) 
  Yes 
  2 
  1 (5) 
  10 
  10,000 (100) 
  Frigate 
  20 (4) 
  8% (14) 
  Yes 
  4 
  3 (10) 
  4,000 
  40,000 (400) 
  Lander 
  22 (4) 
  6% (10) 
  Yes 
  6 
  5 (20) 
  8,000 
  80,000 (800) 
  Cruiser 
  24 (6) 
  8% (14) 
  No 
  8 
  9 (30) 
  12,000 
  240,000 (2400) 
  Freighter 
  22 (4) 
  4% (7) 
  No 
  4 
  5 (60) 
  300,000 
  180,000 (1800) 
  Dreadnaught 
  28 (8) 
  6% (10) 
  No 
  15 
  20 (60) 
  50,000 
  500,000 (5000) 
   
  Class: The general size and shape of the ship 
  determines its typical function and base stats. For 
  carriers and luxury liners, both of which are fairly 
  rare, use the Freighter-class stats but with double the 
  crew, cost, and maintenance cost. 
  Toughness: All ships have Heavy Armor. 
  Speed: Speed is the maximum speed at full thrust, 
  as a percentage of c. The parenthetical number is the 
  number of Astronomical Units (AUs) the ship travels 
  in 24 hours. Most jumpgates are about 70 AUs out. 
  Land: Whether or not the ship is capable of landing 
  and taking off again. For this, the ship needs to be 
  able to fly in the lower atmosphere, reduce its speed 
  gradually, and then reaching escape velocity from a 
  planet’s gravity well. This is prohibitively difficult for 
  larger ships, which must stay in orbit. 
  Guns: How many weapons the ship can carry, 
  barring upgrades. Weapons must be purchased 
  separately. 
  Crew: How many crew members are required for 
  proper operation. All ships need at least 1 pilot. 
  Remaining crew include at least 1 engineer, plus 
  sensor operators, navigators, copilots, bridge crew, 
  and more engineers. If a ship is short-staffed, all ship 
  operations take a -1 penalty for every missing crew 
  member. Skilled crew can double-up for a time by 
  making a check with a multi-action penalty for each 
  additional crew position they are manning. 
  The parenthetical number is the amount of 
  passengers that can be transported comfortably. 
  Additional passenger space can be converted from 
  cargo space (1 passenger per 10 tons converted). 
  Sensors: Although not listed on the table, all ships 
  have sensors. Using these is a Knowledge (Tech) roll. 
  They are used primarily to spot enemy ships in 
  combat, but can also scan ships. On a success, you get 
  a basic idea of the ship (its class and how many 
  weapons it has). On a raise, you know all of the 
  enemy ship’s stats. Sorry, but you can’t scan for “life 
  signs;” such a technology does not exist. 
  Cost and Maintenance: The base cost of the ship 
  (not including weapons or upgrades). In addition, 
  each month you must pay the maintenance cost listed. 
  This covers fuel, replacement parts, routine 
  maintenance, life support, and supplies (including 
  food and water). Maintenance cost is not increased by 
  upgrades. 
  If you fail to pay, the ship becomes unmaintained. 
  Each time you fly it, the engineers must make a 
  Repair check or the ship takes a wound. For each 
  additional month, this Repair check suffers a 
  cumulative -1 penalty. 
  Additionally, unmaintained ships can’t be repaired, 
  and are assumed to be out of indirect fire ammo. 
   
   
  
  26  
  Ship Upgrades 
  Gun Mounts 
  Cost 
  Notes 
  Gun Mounts +1 
  10,000 
   
  Gun Mounts +2 
  20,000 
   
  Gun Mounts +3 
  40,000 
   
  Gun Mounts +4 
  80,000 
   
  Probes 
  Cost 
  Notes 
  Probe, single-use 
  50 
  Robotic chemical/material/biological sensors. Range 10 AU. 
  Probe, returning 
  200 
  Robotic chemical/material/biological sensors. Range 10 AU. 
  Sensors 
  Cost 
  Notes 
  Sensors +1 
  1,000 
  Bonus to Knowledge (Tech) skill rolls to operate sensors. 
  Sensors +2 
  2,000 
  Bonus to Knowledge (Tech) skill rolls to operate sensors. 
  Sensors +3 
  4,000 
  Bonus to Knowledge (Tech) skill rolls to operate sensors. 
  Sensors +4 
  8,000 
  Bonus to Knowledge (Tech) skill rolls to operate sensors. 
  Shields 
  Cost 
  Notes 
  Shields +1 
  10,000 
  Max speed +1% (max 8%) 
  Shields +2 
  20,000 
  Max speed +2% (max 8%) 
  Shields +3 
  40,000 
  Max speed +3% (max 8%) 
  Shields +4 
  80,000 
  Max speed +4% (max 8%) 
  Think Machine 
  Cost 
  Notes 
  Gunnery d4 
  3,000 
  Fires turret guns automatically. Fills gunner crew slot. 
  Gunnery d6 
  6,000 
  Fires turret guns automatically. Fills gunner crew slot. 
  Engineering d4 
  4,000 
  Makes Repair checks. Fills engineer or assistant engineer crew slot. 
  Engineering d6 
  8,000 
  Makes Repair checks. Fills engineer or assistant engineer crew slot. 
  Navigation d4 
  3,000 
  Makes Knowledge (Known Worlds) checks about jumproutes. Fills 
  navigator crew slot. 
  Navigation d6 
  6,000 
  Makes Knowledge (Known Worlds) checks about jumproutes. Fills 
  navigator crew slot. 
  Piloting d4 
  5,000 
  Flies the ship on autopilot. Fills pilot or copilot crew slot. 
  Piloting d6 
  10,000 
  Flies the ship on autopilot. Fills pilot or copilot crew slot. 
   
  Cost: When improving an upgrade, pay only the 
  difference. For example, if you have Shields +1 and 
  want to upgrade to Shields +3 it would cost 30,000 
  firebirds. Upgrades do NOT affect the ship’s monthly 
  maintenance cost. 
  Installation: Installing or improving an upgrade 
  takes 6 hours and a Repair check. 
  Think Machines: Treat as Extras. In combat, they 
  can be damaged as “crew” if your ship suffers a 
  Critical Hit (below); assume their Toughness is equal 
  to their skill die size.
   
   
   
  
   
   
  27 
  Ship Weapons 
  All ship weapons are considered Heavy Weapons. Armor Piercing has no effect on ship exteriors (the ships’ 
  Toughness is based largely on size and structure), but is provided in case ships fire on other vehicles or characters. 
  Type  
  Ranges 
  Damage 
  RoF 
  Cost (per) Notes 
  Slug Gun 
  0/-2/-4 
  3d10 AP 4 
  1 
  3000 
   
  Gatling Laser 
  0/–/– 
  2d6 AP 2 
  1-3 
  3000 
  Can fire upon marines 
  Laser 
  0/-1/-2 
  3d6 AP 4 SP 
  2 
  1-2 
  3000 
   
  Blaster 
  0/-3/-6 
  3d8 SP 4 
  1 
  3000 
   
  Heavy Meson 
  Canon 
  0/-2/-4 
  3d20 SP 10 
  1 
  20,000 
  Takes up 10 gun mounts; is always a fixed gun 
  EM Pulse Gun 
  0/-3/-6 
  – 
  1 
  3000 
  Reduces target shields by 4 for 1 turn. Multiple hits 
  stack. 
  Gremlin Gun 
  0/-3/-6 
  3d12+4 
  1 
  3000 
  Can’t wound; can only Shaken. -2 to recover from 
  Shaken. 
  Grappling Gun 
  0/–/– 
  – 
  1-2 
  1000 
  Pulls ship to boarding range 
  Boarding Tube 
  0/–/– 
  – 
  1 
  1000 
  Can only be used on a grappled ship; see 
  “Boarding,” below 
  Rocket 
  –/-1/-2 
  4d6 SP 12 
  1-2 
  2000 (200) 
  Indirect fire (evasion -0) 
  Missile 
  –/-2/-4 
  4d8 SP 12 
  1 
  3000 (300) 
  Indirect fire (evasion -2) 
  Torpedo 
  –/-3/-6 
  4d10 SP 12 
  1 
  4000 (400) 
  Indirect fire (evasion -4) 
   
  Ranges: Due to the abstract nature of the chase 
  rules, range is based on card draw rather than 
  distance. So instead of distance-based weapon ranges, 
  each weapon suffers penalties at short, medium, and 
  long range. A dash (“–”) indicates that the weapon 
  can’t fire at that range. 
  Fixed Mounts vs. Turrets: When a gun is mounted, 
  it must be either fixed mount or a turret. A turret is 
  manned by a gunner, while a fixed mount gun is fired 
  by the pilot. The pilot can fire multiple fixed guns 
  with a multi-action penalty. 
  Cost: The parenthetical number is the cost per shot. 
  If a ship’s maintenance cost is paid, then as an 
  abstraction, you can pay the cost for ammo when you 
  fire the weapon. If a ship is unmaintained, it has no 
  ammo unless you buy individual units while in port. 
  Indirect Fire and Evasion: For indirect fire 
  weapons, use the Missile rules (SWD p.51). When 
  making a Piloting check to evade the incoming 
  missile, instead of a flat -4 penalty, the penalty varies 
  per projectile type. The target ship can also attempt to 
  shoot down incoming ordinance; the evasion penalty 
  applies to this Shooting roll as well. 
  Starship Combat 
  Starships travel incredibly fast. If ships fly past each 
  other at a mere 1% of the speed of light, their 
  occupants won’t even see each other, let alone be able 
  to shoot! 
  However, the ship’s acceleration is not great. It may 
  take a ship days to achieve top speed. The travel time 
  rules gloss over this, but it has a practical application 
  in combat. If two ships can match velocity – one 
  pulling alongside the other – they can exchange 
  weapons fire, since they won’t be moving that fast 
  relative to each other. 
  Consequently, the early part of any space battle is a 
  pursuit. Once the attacking ship matches velocity with 
  the defender, the battle moves to intercept. 
  Pursuit 
  The two ships are still millions of miles apart, so 
  they can’t fire on one another. Run this as a Dramatic 
  Task, but instead of making a check with a penalty, 
  each side makes opposed Pilot checks. 
   Time: Each round takes 6 hours to resolve! 
  During this time, you can transmit messages to 
  the other ship, but there’s no guarantee they will 
  
  28  
  listen. Due to the time-lag, you can’t really hold a 
  proper conversation. 
   Speed Modifier: Ships get a modifier based on 
  their speed. +0 for travelling 6% of the speed of 
  light, and ±1 for each percentage point different 
  (so +1 for 7%, -1 for 5%, etc.). 
   Surprise Round: On the very first round of 
  pursuit, the opposed check is different. The 
  pursuer rolls the lower of Piloting or Stealth, and 
  the defender rolls their Knowledge (Tech), 
  modified by sensor bonus.  Speed modifier does 
  not apply. 
   Intercept / Break Away: The goal is to be the first 
  one to reach 5 successes and/or raises. If the 
  attacker gets to 5 first, then the battle moves to 
  intercept scale (below). If the defender gets to 5 
  first, then they break away; the attacker loses the 
  pursuit and has no chance to intercept unless the 
  defender changes course for some reason. 
   Evasive Maneuvers: The lead ship can attempt to 
  steer the chase through obstacles (space debris, 
  asteroid fields, inconvenient gravity wells, etc.), if 
  any are nearby. Both ships’ Piloting checks are 
  made at -2, and if either fails the check (does not 
  hit the standard TN of 4) they suffer 4d6 damage. 
  The ship in pursuit can choose to go “the long 
  way around” the obstacle instead, taking a -4 
  penalty but risking no damage on a failure. 
   Crew: Engineers, navigators, sensor operators 
  and the like may be able to assist in the Dramatic 
  Task using a cooperative roll. 
  Intercept 
  When two ships have velocity matched, they can 
  exchange fire. Use the normal SWD chase rules. The 
  battle lasts for 10 rounds. After that time, the combat 
  returns to pursuit scale, unless the ships are grappled 
  together. Skip the surprise round during the new 
  pursuit. 
  Boarding 
  The ultimate goal of most space combat is to board 
  the enemy ship and take it over. First, you must 
  grapple the enemy ship (or they must grapple you) 
  with a grappling gun. You may then send over 
  marines, or use a boarding tube. 
  Marines: These brave men and women in space 
  suits launch themselves at the enemy ship along 
  grapple-lines. This requires an action and an Agility 
  check; on a failure, they have to try again. Once 
  attached to the other ship’s hull, they can use cutting 
  lasers and a Repair check to open a hole in the ship 
  (also an action). Marines can usually cut the hole into 
  an airlock or bulkhead to prevent massive and 
  inconvenient depressurization. 
  Boarding Tube: This pressurized tube connects 
  with a porthole on the grappled ship, allowing a 
  boarding party to simply walk on board. Extending 
  the tube requires a total of 3 successes and raises on a 
  Knowledge (Tech) check, so it may take a few actions. 
  Collateral Damage: When you fire any sort of gun 
  inside of a ship – blaster, laser, slug gun, whatever – 
  and miss, you always hit the ship itself! Worse, the 
  interior of the ship is not considered to have Heavy 
  Armor or shields. For this reason, most boarding 
  parties prefer to use melee weapons. 
  Damage 
  Ship combat in Fading Suns isn’t about blowing up 
  the enemy ship – ships are too valuable for that, and 
  too sturdy. Instead, it’s about blasting enough holes 
  in the enemy ship to make their life miserable (or in 
  the case of a ship full of PCs, “interesting”). So the 
  damage system works slightly differently, and 
  revolves more around critical hit effects than about 
  simply piling on wounds and forcing incapacitation 
  checks. 
  All ships are considered to have Heavy Armor. 
  Shaken: If damage exceeds a ship’s Toughness, the 
  ship becomes Shaken. (A ship that is already Shaken 
  takes a wound instead.) 
  When a ship is Shaken, the pilot takes a -2 penalty 
  on Piloting checks and all gunners take a -2 penalty 
  on Shooting checks. 
  This condition lasts until an engineer can succeed 
  on a Repair check. Making this check is an action 
  done at the start of the ship’s turn. On a success, the 
  Shaken condition goes away at the end of the ship’s 
  turn; on a raise, it goes away immediately. 
  Wounds: Each raise on a damage roll results in a 
  wound. A success (with no raise) against a Shaken 
  ship also results in a wound. 
  Each wound imposes a -1 penalty on all checks to 
  operate the ship or its systems, including Piloting 
  checks to fly, Shooting checks to fire guns, 
  Knowledge (Tech) checks to use sensors, or Repair 
  checks to recover from Shaken. 
  Each time a ship takes a wound, also roll on the 
  Critical Hits table. The system damage effect lasts 
  until the wound that caused it is repaired. If you get 
  an invalid result on the critical hit table, re-roll with a 
  cumulative +1 bonus on the re-roll. 
  Unlike characters, there is no limit to the number of 
  wounds a ship can take. 
  
   
   
  29 
  Crew Damage: Whenever your ship suffers a 
  critical hit, one or more crew members may also take 
  2d6 damage, according to the Critical Hits table. 
  Repairs 
  If your ship’s maintenance is paid up, then you can 
  assume it has spare parts on board. You can attempt 
  to repair wounds mid-flight. Otherwise, you must 
  find some other way to scavenge or steal replacement 
  parts for your ship. 
  Repairing a ship takes 6 hours per wound it is 
  suffering. At the end of this time, make a Repair 
  check, without any wound penalty. For each success 
  and raise, one wound (your choice) is repaired, along 
  with its critical hit effect. 
  Jury-Rigging: A ship’s engineer can patch over a 
  wound in the middle of a fight, with a single action! 
  This takes a Repair check, minus the ship’s wounds. 
   On a success, the wound remains, but you can re-
  roll the critical hit effect! On this re-roll, don’t 
  subtract the ship’s wounds from the roll. 
  Essentially, you have fixed one ship system by 
  cannibalizing another. 
   On a raise, the wound wasn’t that bad after all, 
  and is completely repaired. 
   If you fail with a total result of 1 or less, your 
  ship suffers an additional wound! 
  Critical Hits 
  2d6 -
  wounds 
  System Damaged 
  2d6 Damage to… 
  10+ 
  Interior Electronics: The lights go out, the intercom goes silent, the coffee machine stops 
  working, etc. If the ship has some important cargo that requires power, it may lose power 
  (GM’s discretion). 
  1 random 
  passenger 
  9 
  Communications: Your ship can only send and receive distress signals, hailing signals, 
  and simple positional data. If you get this result a second time, your ship's 
  communications systems don't work at all. In space, no one can hear you scream. 
  1 bridge crew 
  8 
  Sensors: You can’t operate your sensors. You effectively can’t detect any ship that you’re 
  not already in combat with, and you can’t scan anything. 
  1 bridge crew 
  7 
  Artificial Gravity: The interior becomes a zero-G zone, with all the associated penalties. A 
  crew member who is strapped into a chair doesn't suffer any penalties to actions they can 
  activate from their console (like piloting, firing guns, operating the computer, etc.). 
  Pilot 
  6 
  Jump Drive: Your ship can’t make jumps through a jumpgate. 
  1 engineer 
  5 
  Weapon: A random weapon is disabled. You can get this result multiple times, each time 
  affecting a different weapon. 
  Weapon’s gunner 
  4 
  Shields: The ship loses all shields. 
  1 bridge crew 
  3 
  Main Thrusters: Your top speed is reduced by half. If you get this result a second time, 
  your main engines are disabled. (You can still use maneuvering thrusters to make 
  maneuvering checks, although your reduced top speed will probably put you at a 
  penalty.) 
  1d4 engineers 
  2 
  Power: The first time you get this result, your ship switches to auxiliary power, which 
  lasts about 6 hours. The second time you get this result, you are out of juice. Every on-
  board system shuts down, including engines, weapons, shields, life support, 
  communications...  Your ship is now a ship-shaped chunk of metal drifting through space 
  at a significant fraction of the speed of light. Good luck. 
  1d4 passengers 
  1 
  Hull: Air is leaking out of a gaping hole in the hull; you have about 1 minute until you 
  start asphyxiating. If you get this result a second time, your ship now looks like Swiss 
  cheese as all the air on board immediately vents into space; you have 1 round until you 
  start asphyxiating. 
  1d6 crew 
  members or 
  passengers 
  0 or less Reactor core rupture: At the end of the next turn, the ship explodes in a ball of white-hot 
  plasma. This would be a great time for the ship’s engineer to attempt to jury-rig a repair. It 
  would be a really great time for everyone else on the ship to load into escape pods. 
  No one (you are 
  in enough trouble 
  already) 
  
  30  
   
  NPCS 
   Alien, Behemoth 
  Agility d6, Smarts d4(A), Spirit d8, Strength d12+8, Vigor 
  d12  
  Infravision  Halve penalties for darkness 
  Combat Reflexes  +2 to recover from Shaken 
  Skills  Notice d6+2, Survival d8 
  Pace 6”, run +1d10”; Climbing d8 (10”), Swimming d10 (5”); 
  some may have Burrow 12”, Swim 10”, or Wall-Walker 
  Parry 7; Toughness 20 shaken, 24/28/32 wounded  
  Huge  attackers get +4 bonus 
  Hardy  a second Shaken result does not cause a wound 
  Immunity Aliens are often immune to fire, heat, cold, 
  poison, pressure, vacuum, and/or suffocation 
  Size +8  Toughness +8 
  Tough Hide  armor 4 torso, arms, legs, head 
  Fighting d10-4 
  Claws/Teeth/Spines  d12+d8+8;  reach 3” 
  Improved Frenzy  2 attacks with 1 Wild Die 
  Tail/Tentacle Sweep  The behemoth can make a single 
  melee attack against all creatures within its reach 
  Improved Grab  When some behemoths hit with a raise, 
  they can automatically grapple the target. The 
  behemoth can only have one grabbed victim at a time, 
  but can continue to make melee attacks against other 
  targets while grappling. 
  Crush  Some behemoths can leap up to 1d6” and land on 
  their victims. Targets can make an Agility check at -2 to 
  avoid this area effect. Those who fail take d12+8 
  damage and are pinned under the creature. Treat this 
  as a grapple that ends if the behemoth takes any action 
  other than maintaining the grapple and damaging its 
  victims. 
  Projectiles  Some behemoths can spew acid, poison gas, or 
  sharp spines in a cone template; targets can make an 
  Agility check at -2 to avoid this area effect or else suffer 
  2d10 damage. 
  Gear  Remains of previous adventurers. 
  Any of a number of horrifyingly massive creatures can use these 
  stats with minor modifications. 
  Alien, Predator 
  Agility d10, Smarts d6(A), Spirit d6, Strength d12, Vigor d8 
  Infravision  Halve penalties for darkness 
  Skills  Notice d8+2, Stealth d6+2, Survival d8+2, Tracking 
  d6+2 
  Pace 8”, run +1d8”; Climbing d6 (6”), Swimming d8 (4”); 
  some predators may have Burrow 12”, Swim 8”, or 
  Wall-Walker 
  Parry 6; Toughness 6 shaken, 10 wounded  
  Immunity Aliens are often immune to fire, heat, cold, 
  poison, pressure, vacuum, and/or suffocation 
  Fighting d8 
  Claws/Fangs/Tendrils  d12+d6 
  Pounce  Some alien predators can leap up to 1d6” and 
  execute a special variation on Wild Attack which grants 
  them +4 to attack and damage and -2 to Parry 
  Shooting d8 
  Spines/Acid  2d8 AP 2;  range 5/10/20 
  Gear  Bones and exoskeletons of previous prey. 
  Deadly, nimble aliens that hunt in packs or lurk in the darkness. 
  
   
   
  31 
   Assassin 
  Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8  
  Combat Reflexes  +2 to recover from Shaken 
  Acrobatic  +2 to acrobatic Agility checks 
  Chameleon  Stealth +2 when not moving 
  Eyestalks  Peek around corners up to 1” away 
  Infravision  Halve darkness penalties, +2 to Tracking 
  targets within 5 minutes 
  Theif  Stealth +2 in an urban environment 
  Skills  Lockpicking d6+2, Notice d8, Stealth d10+2, 
  Streetwise d6 Tracking d8 
  Pace 6”, run +1d6”; Climbing d6+2 (3”), Swimming d4 (2”) 
  Parry 7; Toughness 8 shaken, 12/16/20 wounded  
  Improved Dodge  Ranged attackers are at -2 
  Acrobatic  Parry +1 
  Stiffsynth  armor 2 torso, arms, legs 
  Fighting d8 
  High-Quality Vibrating Dagger  d6+d4+2 SP 2; throw range 
  3/6/12 
  Improved Frenzy  2 attacks with 1 wild die 
  Assassin  +2 damage when hidden 
  Poisoned Blade  The dagger has one dose of poison. The 
  first time it strikes flesh (causes a wound) the victim 
  must make a Vigor roll at -2 on their next action. They 
  become Exhausted on a failure, or merely Fatigued on a 
  raise. 
  Shooting d8+2 
  High-Quality Laser Sniper Rifle  2d6+2 AP 4;  range 
  60/120/240, snapfire, heavy weapon, scatter 
  Marksman  Aim (+2) when not moving 
  Gear  Elixir x1, climbing gear, lockpicks, several dozen 
  firebirds, a picture of the target. 
  A black-clad assassin, lithe and deadly, bearing secret genetic 
  mutations. 
   
  Avestite Zealot 
  Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d8 
  Illiterate  Avestite monks can’t read or do arithmetic 
  Skills  Knowledge (Occult) d4, Notice d6 
  Pace 6”, run +1d6”; Climbing d6 (3”) 
  Parry 5; Toughness 8 shaken, 12 wounded  
  Chain shirt  armor 2 torso 
  Fighting d6 
  Axe  2d6;  throw range 3/6/12 
  Shooting d8 
  Flamegun  2d10 AP 10 SP 2;  cone 
  Gear  Concealing robes, Omega Gospels. 
  Fanatical monks of Temple Avesti seeking to punish evil. 
   
   Barbarian Warrior 
  Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10  
  Combat Reflexes  +2 to recover from Shaken 
  Skills  Intimidation d10, Notice d8+2, Survival d8 
  Pace 6”, run +1d6”; Climbing d8 (6”), Swimming d6 (3”) 
  Parry 7; Toughness 14 shaken, 18/22/26 wounded  
  Berserk  When wounded, +2 to Fighting, Strength, and 
  Toughnes; -2 to Parry; can’t use Shooting 
  Greataxe  Parry -1 
  Chainmail  armor 2 torso, arms, legs 
  Battle Shield  energy shield 4 
  Brawny  Size +1 
  Fighting d12 
  Superior Shock Greataxe  d12+d10+2 AP 2 
  Improved Sweep  Attack all adjacent creatures at once 
  Shooting d8+2 
  Blaster Shotgun Greataxe  3d8+2 AP 1 SP 2;  range 6/12/24 
  Gear Elixir x2; precious gems and metals; stolen technology; 
  starship. 
  A fearsome Vuldrok berserker, carrying a combination axe/blaster. 
  
  32  
   Brother Battle 
  Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d10  
  Combat Reflexes  +2 to recover from Shaken 
  Skills  Knowledge (Known Worlds: the Church +2) d6, 
  Knowledge (Battle: Fighting Styles +2) d6, Notice d8 
  Pace 8”, run +1d6”;  Climb d6 (6”), Swim d6 
  Parry 9; Toughness 14 shaken, 18/22/26 wounded  
  Improved First Strike  Free attack against any enemy who 
  draws adjacent 
  Kite Shield  Parry +2 or +2 armor to ranged attacks 
  Adept Robes  armor 6 
  Brawny  Size +1 
  Fighting d10 
  Flux Sword  d12+d6+4 AP 2 SP 2 
  Martial Artist  d12+d4 
  Improved Sweep  Single attack roll against all adjacent 
  creatures 
  Two-Fisted, Ambidexterity  Attack with 2 limbs at no 
  penalty 
  Shooting d8 
  Blaster Pistol  2d8 AP1 SP2;  range 12/24/48, double tap 
  Theurgy d8;  Power Points 15;  Hubris 0 
  Armor of the Pancreator • 2pp, range touch, duration 3 
  (1/round) 
  Energy shield +2, or +4 on a raise. [armor, SWD p.109] 
  Fearsome Majesty • 2pp, range 12”, Large Burst Template 
  Targets must make a fear check, at -2 on a raise. Extras 
  are panicked, Wild Cards roll on the Fear table. [fear, 
  SWD p.113] 
  Righteous Fervor • 4pp, range self, duration 3 (2/round) 
  Take two turns each round. On a raise, re-draw cards 
  less than 8. [quickness, SWD p.115] 
  The Laying On of Hands • 3pp, range touch 
  Heals one wound on a success, two on a raise. The 
  target’s wounds apply as a penalty on the check. 
  [healing, SWD p.114] 
  Gear  Elixir x3, a few talons, jump gate symbol, Omega 
  Gospels. 
  A monk of the Brother Battle: pious, highly-trained, and terrifying. 
  Commoner 
  Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6  
  Skills  Knowledge (Known Worlds; home world +4) d4, 
  Notice d6, Persuasion d4, Streetwise d4, Survival d4 
  Profession  d8+2 for all skills relevant to their profession 
  Pace 6”, run +1d6” 
  Parry 4; Toughness 5 shaken, 9 wounded  
  Fighting d4 
  Knife or club  d6+d4 
  Gear  A few talons; the tools of their trade. 
  An ordinary citizen or serf, skilled at some profession. 
   
  Coven Member 
  Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8  
  Skills  Knowledge (Occult: Psi +2) d6, Notice d8 
  Pace 6”, run +1d6” 
  Parry 5; Toughness 6 shaken, 10 wounded  
  Deflect  -2 to attackers or -4 on a raise 
  Fighting d6 
  Shooting d6 
  Revolver  2d6 AP 1;  range 12/24/48, double tap 
  Psi d8;  Power Points 10;  Urge 0 
  Force Shield • 2pp, range self, duration 3 (1/round) 
  Distortion gives all attacks against you a -2 penalty, or -
  4 on a raise. [deflection, SWD p.111] 
  Throwing Hand • 1-3pp, range 20” 
  Small hurled objects deal 2d6 damage. Affects up to 3 
  targets for 1pp/target, or a single target for 2pp to deal 
  3d6 damage [bolt, SWD p.110] 
  Far Arms • 5pp, range 8”, duration 3 (1/round) 
  Telekinetically lift 60 lbs, or 300 lbs. on a raise. 
  [telekinesis, SWD p.118] 
  Gear  A few talons, a slip of paper with an encoded message. 
  An ordinary person… secretly a  member of a psychic coven. 
  
   
   
  33 
  Dervish 
  Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8  
  Combat Reflexes  +2 to recover from Shaken 
  Acrobatic  +2 to acrobatic Agility checks 
  Skills  Knowledge (Occult: Psi +2) d6, Notice d8 
  Pace 6”, run +1d6”; Climbing d4 (3”), Swimming d4 (2”) 
  Parry 8; Toughness 12 shaken, 16 wounded  
  Deflect  -2 to attackers or -4 on a raise 
  Acrobatic  Parry +1 
  Plastic Chain Mail  armor 2 torso, arms, legs 
  Fighting d10 
  Improved Martial Artist  2d6 
  Improved Frenzy  2 attacks with 1 wild die 
  Smite  +2 to damage or +4 on a raise 
  Shooting d6 
  Blaster Pistol  2d8 SP 1 AP 2;  range 12/24/48, double tap 
  Psi d8;  Power Points 15;  Urge 1 
  Prana • 2pp, range self, duration 3 (1/round) 
  Channel damage into melee attacks for +2 damage, +4 
  on a raise. [smite, SWD p.116] 
  Confuse • 2pp, range 12/24/48 
  Targets must make a Vigor check (at -2 on a raise) or 
  become Shaken. [stun, SWD p.116] 
  Blur • 2pp, range self, duration 3 (1/round) 
  Distortion gives all attacks against you a -2 penalty, or -
  4 on a raise. [deflection, SWD p.111] 
  Whirling Dervish • 4pp, range self, duration 3 (2/round) 
  Take two turns each round. On a raise, re-draw cards 
  less than 8. [quickness, SWD p.115] 
  Gear  Elixir x2, a few talons, spare fusion cells. 
  A member, or ex-member, of a psychic legion. 
   Dignitary 
  Agility d6, Smarts d10, Spirit d12, Strength d6, Vigor d6 
  Elan  +2 to reroll with a benny 
  Improved Level Headed  Draws 3 initiative cards and acts on 
  the best 
  Inspire  Allies within 10” gain a +2 to recover from Shaken 
  Strong Willed  +2 on Tests of Wills 
  Skills  Intimidation d6+2, Notice d8+2, Persuasion d8+4, 
  Streetwise d6+4, Taunt d10+2 
  Profession  d12+2 for all skills relevant to their profession 
  Charisma  +4 (Attractive, Charismatic) 
  Pace 6”, run +1d6”; Swimming d4 (2”) 
  Bennies +2 (Great Luck) 
  Parry 5; Toughness 9 shaken, 13/17/21 wounded  
  Energy Shield  shield 4 
  Fighting d6 
  Dagger  d4+d6;  throw range 3/6/12 
  Shooting d8 
  Blaster Pistol  2d8 AP1 SP2;  range 12/24/48, double tap 
  Gear  Several dozen firebirds, fine clothes and jewelry, a 
  personal Think Machine (Facial Scanner + Hierarchy) 
  A high-level diplomat, such as an earl, bishop, or guild consul, or a 
  highly skilled professional. 
   Golem, Battle 
  Agility d6, Smarts d4, Spirit d4, Strength d12+4, Vigor d12 
  Construct  +2 to recover from Shaken 
  Combat Reflexes  +2 to recover from Shaken 
  Fearless  Immune to fear effects 
  Sensor Package  Halve penalties for darkness, fog, dust, 
  precipitation, cover, etc. Even total cover allows a 
  check, at -4. 
  Skills  Knowledge (Tech: Counter-Hacking +4) d4, Notice d8 
  Pace 6”, run +1d6”;  some have Fly 12”; some wheeled 
  golems have run +2d6” 
  Parry 6; Toughness 20 shaken, 24/28/32 wounded 
  Large  Attacks against the golem are at +2 
  Hardy  a second Shaken result does not cause a wound 
  Construct  No extra damage from called shots; immune to 
  disease and poison 
  Ceramsteel Armor  armor 6 
  Size +6  Toughness +6 
  Fighting d8-2 
  Metal Limb  d12+d6+4;  reach 1” 
  Two-Fisted, Ambidextrous  Can make two attacks at no 
  penalty 
  Shooting d10-2 
  Mounted Lasers (+2)  2d6 AP 1;  range 24/48/96, ROF 3, 
  scatter 
  Stabilizer  No autofire penalty when not moving 
  Flamethrower  2d10;  cone template, targets get an Agility 
  roll (vs. the Shooting result) to dodge 
  Antimatter Cannon  2d12 AP 8;  range 24/48/96, everyone 
  within a Large Burst Template of the target can make 
  an Agility roll at -2 to dodge, or else take 2d8 damage. 
  The cannon takes 1d4 rounds to reset before it can fire 
  again. 
  Gear  Electronic components, power cells, Pygmallium. 
  A hulking mechanical monstrosity, a relic of Second Republic 
  battlefields, equipped with devastating weaponry. 
   
  
  34  
  Golem, Defense 
  Agility d6, Smarts d4 (A), Spirit d4, Strength d8, Vigor d8  
  Construct  +2 to recover from Shaken 
  Fearless  Immune to fear effects 
  Linked  Defense golems are in constant radio 
  communication and share visual and threat data. If two 
  or more golems have a line of sight to a character, they 
  get a +1 bonus per two golems (max +4) on all Notice 
  and Shooting checks against that character. 
  Sensor Package  Halve penalties for darkness, fog, dust, 
  precipitation, etc. 
  Skills  Notice d8, Tracking d4 
  Pace 6”, run +1d6”;  some have Fly 8” 
  Parry 5; Toughness 10 shaken, 14 wounded  
  Construct  No extra damage from called shots; immune to 
  disease and poison 
  Armor  armor 4 
  Fighting d6 
  Shock Prod  2d4 AP 2 electrical damage 
  Shooting d8+2 
  Mounted Laser  2d6 AP 1;  range 24/48/96, scatter 
  Linked  If two or more golems have a line of sight to a 
  character, they get a +1 bonus per two golems (max +4) 
  to Shooting checks against that character. 
  Gear  Electronic components. 
  Many different models of defense golem were manufactured during 
  the Second Republic; most were fairly dumb, and not much better 
  than roaming laser turrets. 
  House Guard 
  Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6  
  Combat Reflexes  +2 to recover from Shaken 
  Skills  Notice d6 
  Pace 6”, run +1d6”; Climbing d4 (3”), Swimming d4 (2”) 
  Parry 7; Toughness 7 shaken, 11 wounded  
  Spear  Parry +1 
  Chain mail  armor 2 torso, arms, legs 
  Helmet  armor 4 head 
  Fighting d8 
  Spear 2d6;  reach 1” 
  Shooting d6 
  SMG  2d6+1 AP 1;  range 12/24/48, 3RB 
  Gear  A few talons, maybe some keys. 
  Selected more for loyalty than any particular skill at arms, these 
  guards have fancy uniforms and no concern for common riff-raff. 
   
   Inqusitor 
  Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6  
  Combat Reflexes  +2 to recover from Shaken 
  Strong Willed  +2 on Tests of Wills 
  Skills  Intimidate d10+2, Knowledge (Known Worlds; the 
  Church +2) d8, Knowledge (Languages; Latin +2) d6, 
  Knowledge (Occult; pagan religions +2) d4, Notice 
  d6+2, Persuasion d6+2, Taunt d6+2 
  Charisma +2 (Charismatic) 
  Pace 6”, run +1d6” 
  Parry 6; Toughness 9 shaken, 13/17/21 wounded  
  Energy Shield  shield 4 
  Fighting d8 
  High-Quality Shocker Mace  2d6+2 AP 2 
  Shooting d8 
  Theurgy d10;  Power Points 25;  Hubris 1 
  Commandment • 3pp, range 10”, duration 3 (1/round) 
  Target must beat the casting roll with a Spirit check or 
  else obey a single command. [puppet, SWD p.115] 
  Exorcism • 3pp, range 10” 
  Target evil entity opposes with a Spirit check. Extras 
  are Shaken on a success, banished on a raise. Wild 
  Cards are wounded on a success, or banished if they 
  already have 3 wounds. [banish, SWD p.109] 
  Fault of the Soulless • 1-3pp, range 20” 
  Inflicts 2d8 damage on a device, robot, or vehicle. 
  Affects up to 3 targets for 1pp/target, or a single target 
  for 2pp to deal 3d8 damage [bolt, SWD p.110] 
  The Laying On of Hands • 3pp, range touch 
  Heals one wound on a success, two on a raise. The 
  target’s wounds apply as a penalty on the check. 
  [healing, SWD p.114] 
  The Righteous Assignation of Penance • 2pp, range 10” 
  Can remove levels of Urge or Hubris in exchange for a 
  quest. [boost/lower trait, SWD p.110] 
  Gear  Several dozen firebirds, fine robes, jump gate symbol, 
  Omega Gospels, inquisitorial seal, a few jumpkeys. 
  A member of the feared and powerful Inquisitorial Synod. 
  
   
   
  35 
  Muster Mercenary 
  Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8  
  Combat Reflexes  +2 to recover from Shaken 
  Skills  Intimidation d6, Notice d6, Survival d4 
  Pace 6”, run +1d6”; Climbing d4 (5”) 
  Parry 6; Toughness 11 shaken, 15 wounded  
  Plastic Breastplate  armor 4 torso 
  Brawny  Size +1 
  Fighting d8 
  Shock Flail  d10+d6+1 AP 2;  ignores 1 point of shield or 
  weapon parry bonus 
  Shooting d8 
  Assault Rifle  2d8+1 AP 2;  range 24/48/96, 3RB 
  Marksman  Shooting +2 when not moving 
  Gear  Elixir x1, a few firebirds, hip flask, shackles. 
  A muster mercenary, sometimes employed as a guard or soldier… 
  other times as a slaver. 
   
   Noble Duelist 
  Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8  
  Acrobat  +2 to Agility tricks 
  Combat Reflexes  +2 to recover from Shaken 
  Quick  Re-draw any initiative cards less than or equal to 5 
  Strong-Willed  +2 on Tests of Wills 
  Skills  Gambling d4, Intimidation d6+2, Knowledge (Known 
  Worlds; Nobility +2) d8, Notice d8, Persuasion d6+4, 
  Riding d6, Stealth d8, Taunt d8+2 
  Charisma +4 (Noble, Charismatic) 
  Pace 6”, run +1d6”; Climbing d8 (3”), Swimming d6 (3”) 
  Parry 11; Toughness 13 shaken, 17/21/25 wounded  
  Improved Counterattack  Once per round, make a free attack 
  against someone who misses you with a melee attack 
  Superior Dueling Shield  shield 6 
  High-Quality Synthsilk  armor 2 torso, arms, legs 
  Rapier  Parry +1 
  Main-Gauche  +1 to Parry with rapier 
  Improved Trademark Weapon  +1 to Parry with rapier 
  Acrobat  Parry +1 
  Fighting d10 
  Superior Vibrating Shocker Rapier (+2)  d6+d4+4, AP 2, SP 2 
  High-Quality Main-Gauche  d6+d4+1 
  Improved Frenzy  Two attacks, share a Wild Die 
  Ambidexterity and Two-Fisted  One attack with each hand at 
  no penalty 
  Improved Trademark Weapon  +2 to attack with rapier 
  Shooting d8 
  High-Quality Blaster Pistol  2d8+1 AP 1, SP 2;  range 
  12/24/48, DT 
  Gear  Elixir x5, several dozen firebirds, fine clothes and 
  jewelry, family signet ring.  
  A proud noble, dangerously skilled with a blade, and wearing the 
  best energy shield money can buy. 
   
  Raider 
  Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8  
  Skills  Intimidation d6, Notice d8, Stealth d8, Survival d6 
  Pace 6”, run +1d6”; Climb d6 (4”), Swimming d6 (3”) 
  Parry 6; Toughness 10 shaken, 14 wounded  
  Breastplate  armor 4 torso 
  Leather  armor 1 arms,  legs 
  Fighting d8 
  Machete  d8+d6 
  Shooting d8 
  Autofeed Pistol  2d6 AP 1;  range 12/24/48 
  Gear  Survival tools and cheap liquor. 
  Bandits, pirates, and outlaws who plunder and steal for survival. 
   
  Scraver Enforcer 
  Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10 
  Quick  Re-draw initiative cards lower than 5 
  Skills  Gambling d6, Intimidation d8, Notice d6, Stealth d8 
  Pace 6”, run +1d6”; Climb d6 (5”) 
  Parry 8; Toughness 9 shaken, 13 wounded  
  Leather  armor 1 torso, arms, legs 
  Brawny  Size +1 
  Fighting d8 
  Knife  d10+d4, throw range 3/6/12 
  Shooting d8 
  Revolver  2d6+1 AP 1;  range 12/24/48 
  Gear  A few firebirds and some playing cards. 
  A higher class of thugs, organized into a trade guild. 
   
  Soldier 
  Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8  
  Skills  Gambling d4, Knowledge (Battle) d4, Notice d6, 
  Survival d4 
  Pace 6”, run +1d6”; Climbing d6 (4”), Swimming d4 (2”) 
  Parry 6; Toughness 10 shaken, 14 wounded  
  Bayonet  Parry +1 
  Breastplate  armor 4 torso 
  Fighting d6 
  Bayonet  d8+d6;  reach 1” 
  Shooting d8 
  Imperial Rifle  2d8 AP 2;  range 24/48/96, Double Tap 
  Gear  A few talons and a pair of dice. 
  A typical soldier from house or imperial legions. 
   
  
  36  
  Soldier, Elite 
  Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10  
  Combat Reflexes  +2 to recover from Shaken 
  Skills  Healing d6, Knowledge (Battle) d6, Notice d10, 
  Survival d6 
  Pace 6”, run +1d6”; Climbing d6 (5”), Swimming d6 (3”) 
  Parry 8; Toughness 12 shaken, 16 wounded  
  Bayonet  Parry +1 
  Plastic Plate  armor 4 torso, arms, legs, head 
  Brawny  Size +1 
  Fighting d10 
  Bayonet  d10+d6;  reach 1” 
  Martial Arts  d10+d4 
  Shooting d10 
  Blaster Rifle  2d10 SP 1 AP 2;  range 24/48/96, 3RB 
  Grenade Launcher  3d6;  range 15/30/60, medium burst, 
  snapfire, 1 action reload 
  Marksman  Shooting +2 when not moving 
  Gear  Elixir x1, survival kit, first aid kit, spare fusion cells. 
  A special forces soldier, the cream of the crop. Also includes basic 
  Grimson units. 
   
  Thug 
  Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8  
  Skills  Intimidation d8, Notice d4 
  Pace 6”, run +1d6” 
  Parry 5; Toughness 8 shaken, 12 wounded  
  Leather Jacket  armor 1 torso, arms 
  Brawny  Size +1 
  Fighting d6 
  Mace  d10+d6 
  Knife  d10+d4, throw range 3/6/12 
  Gear  A few talons and a some matches. 
  Hired muscle, paid to rough up meddlesome adventurers. 
   
  Ukari Criminal 
  Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6  
  Quick  Re-draw initiative cards less than 5 
  Theif  Stealth +2 in an urban environment 
  Skills  Lockpicking d8+2, Notice d8, Stealth d10, Streetwise 
  d8 
  Pace 6”, run +1d6”; Climbing d6+2 
  Parry 6; Toughness 6 shaken, 10 wounded  
  Vis Shield  energy shield +2 or +4 
  Leather  armor 1 torso, arms 
  Fighting d8 
  Dagger  d6+d4;  throw range 3/6/12 
  Ukari Knife Fighting  Deal dagger damage when grappling 
  Shooting d8 
  Autofeed Pistol  2d6 AP 1;  range 12/24/48, Double Tap 
  Psi d6;  Power Points 10;  Urge 3 
  Vis Shield • 2pp, range touch, duration 3 (1/round) 
  Energy shield +2, or +4 on a raise. [armor, SWD p.109] 
  Vis Shock • 2pp, range self, duration 3 (1/round) 
  Channel electricity into melee attacks for +2 damage, +4 
  on a raise. [smite, SWD p.116] 
  Gear  A few talons, lockpicks, mild narcotics. 
  Ukari scum who inhabit the local underworld. 
   
   Vorox Commando 
  Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12 
  Combat Reflexes  +2 to recover from Shaken 
  Elan  +2 to reroll with a benny 
  Skills  Intimidation d10, Notice d8+2, Survival d6, Tracking 
  d6+2 
  Charisma  -2 (Savage) 
  Pace 8”, run +1d10”; Climbing d10 (7”), Swimming d6 (3”) 
  Parry 10; Toughness 15 shaken, 19/23/27 wounded 
  Improved First Strike  Free melee attack against foes who 
  draw adjacent 
  Improved Nerves of Steel  Negate 2 points of Wound 
  penalties 
  Polymer Knit  +4 Toughness against slug guns 
  Plastic Plate  armor 4 torso, arms, legs, head 
  Improved Block  Parry +2 
  Brawny  Toughness +1 
  Size +2  Toughness +2 
  Fighting d12 
  4x Glankesh Sword  d12+d8+2 
  Two-Fisted  May make two attacks at no penalty 
  Multidextrous  No off-hand penalties 
  Shooting d8 
  2x Blaster Rifle  2d10 AP1 SP2;  range 24/48/96, RoF 1-3, 
  3RB 
  Rock and Roll  No autofire penalty when not moving 
  Grenades  3d6;  range 5/10/20, medium burst 
  Gear  Several dozen firebirds, trophies of previous kills. 
  A terrifying tower of fur and talons, the Vorox commando is an 
  indestructible whirlwind of death.
  
   
   
  37 
  PREGEN CHARACTERS
  All characters are Seasoned rank with 25 XP. 
   
  Archetype Salient Abilities 
   Hawkwood Noble: Leadership and social skills 
  and some combat ability 
   Decados Noble: Psychic cyborg with subterfuge 
  skills and decent melee combat 
   Brother Battle: Unstoppable melee combat 
   Amalthean Priest: Healer, theurge, and some 
  lore; weak in combat 
   Charioteer Pilot: Piloting, starships, and some 
  shooting 
   Ukari Scraver: Stealth and thievery, with some 
  psychic powers and melee combat 
   Legion Veteran:  Devastating ranged combat 
   Vorox Warrior:  Multi-limbed combat monster 
  
  38  
   
  Hawkwood Noble 
  Charismatic  Charisma +2 
  Common Bond  Can give bennies to allies 
  Great Luck  +2 bennies 
  Knight  Bonus abilities are marked with a * 
  Strong Willed*  +2 on Tests of Wills 
  Arrogant  You know you’re the best and constantly 
  prove your superiority over others 
  Code of Honor*  You keep your word, avenge any 
  insult, never back down from a challenge, and 
  generally do not lie, cheat, or steal  
  Loyal  Will not leave team mates behind 
  Minor Hindrance  (Player’s Choice) 
   
  Agility d8 
  Smarts d8  (+2 to resist Taunt) 
  Spirit d8  (+2 to resist Intimidation) 
  Strength d6 
  Vigor d6 
   
  Intimidation d6+2 
  Knowledge 
  Known Worlds d4  (Nobility +2) 
  Notice d6 
  Persuasion d6+4 
  Stealth d6 
  Streetwise d4+4 
  Taunt d6+2 
   
  Charisma +4  (Charismatic, Knight) 
  Languages  Urthish, Delphi Dialect 
   
  Pace 6”, run +1d6” 
  Carrying Capacity 30 lbs. 
  Rank Seasoned;  XP 25 
  Bennies 5  (Great Luck) 
   
  Parry 7 
  rapier  Parry +1 
  Toughness 10 shaken, 14/18/22 wounded 
  synthsilk  armor 1 torso, arms, legs 
  dueling shield energy shield 4 
   
  Fighting d8 
  rapier  d6+d4 
  Shooting d6 
  autofeed pistol  2d6 AP 1;  range 12/24/48;  RoF 1, DT, 
  shots 15 
   
  Gear 
  Dueling Shield 
  Autofeed Pistol (1 lb.) 
  Rapier (1 lb.) 
  Synthsilk (2 lbs.) 
  15x Extra Pistol Bullets 
  2x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  $18 
   
  
   
   
  39 
   
  Decados Noble 
  Arcane Background (Psi) 
  Cyborg*  Free cybernetic devices 
  Integrated Cybernetics  Negates cybernetic Charisma 
  penalty 
  Knight  Bonus abilities are marked with a * 
  New Power 
  Power Points 
  Code of Honor*  You keep your word, avenge any 
  insult, never back down from a challenge, and 
  generally do not lie, cheat, or steal (or at least, don’t 
  get caught at it) 
  Corrupted  Urge rating starts at 2 
  Vengeful (Major)  You kill those who slight you. 
  Minor Hindrance  (Player’s Choice) 
   
  Agility d10+2 
  Smarts d10 
  Spirit d8 
  Strength d4 
  Vigor d6 
   
  Knowledge 
  Known Worlds d4  (Nobility +2) 
  Notice d4+2 
  Persuasion d4+2 
  Stealth d6 
  Streetwise d4+2 
  Taunt d6 
   
  Charisma +2  (Knight) 
  Languages  Urthish, Severus Dialect 
   
  Pace 6”, run +1d6” 
  Carrying Capacity 20 lbs. 
   
  Gear 
  Dueling Shield 
  Hold-Out Pistol (concealed) (1 lb.) 
  4x Extra Hold-Out Bullets 
  2x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  $26 
  Rank Seasoned;  XP 25 
  Bennies 3 
   
  Parry 7 
  force shield  Attacks are at -2, or -4 on a raise 
  viper sword arm  Parry +1 
  Toughness 9 shaken, 13/17/21 wounded 
  dueling shield energy shield 4 
   
  Fighting d8 
  viper sword arm  2d4 
  Shooting d6 
  hold-out pistol  2d6-1 AP 1;  range 6/12/24;  RoF 1, 
  shots 2 
   
  Psi d10;  Power Points 15 
  Force Shield • 2pp, range self, duration 3 (1/round) 
  Attacks against you are at -2, or -4 on a raise. 
  [deflection, SWD p.111] 
  Lifting Hand • 1pp, range 10”, duration 3 (1/round) 
  You lift and manipulate up to 8 lbs. (40 lbs. on a 
  raise). [telekinesis, SWD p.118] 
  Mind Search • 3pp, range 10”, duration 1 
  You read a target’s thoughts, gaining one truthful 
  answer. They resist with Smarts. On a raise, you 
  are undetected. [mind reading, SWD p.115] 
  Mind Sight • 2pp, range 100”, duration 3 (1/round) 
  You detect thinking creatures and know their 
  emotional state. Hidden creatures can resist with 
  Psi or Smarts. [detect/conceal arcana, SWD p.111] 
  Urge 2 
   
  Cybernetics 
  Engineer’s Eye  Notice +2; telescopic, microscopic 
  and infravision 
  Lithe Wire  Agility +2 
  Viper Sword Arm  Retractable rapier 
   
  
  40  
   
  Brother Battle 
  Adept  Activate certain powers as a free action 
  Arcane Background (Theurgy) 
  Brother Battle  Bonus abilities are marked with a * 
  Martial Artist*  Bonus unarmed damage; never an 
  unarmed defender 
  Holy Artifact*  Adept Robes 
  Heroic*  You can’t turn down a plea for aid 
  Loyal  You never leave a teammate behind 
  Stubborn  You always get your way and never admin 
  you’re wrong 
  One Major Hindrance  (Player’s choice) 
   
  Agility d6 
  Smarts d6 
  Spirit d8 
  Strength d12 (d10 without Adept Robes) 
  Vigor d8 
   
  Climbing d6 (6”; 5” without Adept Robes) 
  Knowledge 
  Battle d4  (Fighting Styles +2) 
  Known Worlds d4  (Brother Battle +4) 
  Notice d6 
  Persuasion d6 
  Stealth d4 
  Swimming d6 (3”) 
   
  Charisma +0 
  Languages  Urthish, De Moley Dialect 
   
  Pace 8”, run +1d6” (Pace 6” without Adept Robes) 
  Carrying Capacity  60 lbs. (50 lbs. without Adept 
  Robes) 
   
  Gear 
  Adept Robes (120 lbs.; 0 lbs. when powered) 
  Armor +6. When powered, increases Strength die 1 
  size and Pace by 2. Fusion cell lasts 24 hours. 
  High-Quality Great Sword (6 lbs.) 
  Assault Rifle (10 lbs.) 
  4x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  2x Spare Fusion Cell 
  4x Grenades (1 lb. each) 
  $170 
   
  Rank Seasoned;  XP 25 
  Bennies 3 
   
  Parry 6 
  martial artist You are never an unarmed defender 
  great sword  Parry -1 
  Toughness 12 shaken, 16/20/24 wounded 
  adept robes  armor 6 torso, arms, legs, head 
   
  Fighting d10 
  great sword  d12+d10+1 
  unarmed  d12+d4 
  Shooting d6 
  assault rifle  2d8+1 AP 2;  range 24/48/96; RoF 1-3, 
  3RB, 30 shots 
  Agility d6 
  grenade  3d6;  range 5/10/20, medium burst;  shots 4, 
  reload 1 
   
  Theurgy d6;  Power Points 10 
  Fearsome Majesty • 2pp, range 12”, Large Burst 
  Template 
  Targets must make a fear check, at -2 on a raise. 
  Extras are panicked, Wild Cards roll on the Fear 
  table. [fear, SWD p.113] 
  Smiting Hand • 2pp, range self, duration 3 
  (1/round), free action to activate (Adept) 
  Channel the Holy Flame into melee attacks for +2 
  damage, +4 on a raise. [smite, SWD p.116] 
  Soul’s Vessel • 2pp, range self, duration 1 minute 
  (1/minute), free action to activate (Adept) 
  Increase your Agility, Strength, Vigor, Climbing 
  or Swimming by 1 die size, 2 on a raise. 
  [boost/lower trait, SWD p.110] 
  Adept  Activate smiting hand and soul’s vessel as free 
  actions, but still only 1 power per round 
  Hubris 0 
  
   
   
  41 
   
  Amalthean Priest 
  Arcane Background (Theurgy)* 
  Healer  +2 to all healing checks, including your 
  natural healing rolls and those of up to 5 
  companions 
  New Power, Power Points 
  Priest  Bonus abilities are marked with a * 
  Pacifist (Major)  You avoid harming living creatures 
  at all costs, although you can defend yourself and 
  others with non-lethal means (such as your staff) 
  Loyal  You never leave a teammate behind 
  Poverty  You must donate half your wealth to 
  Sanctuary Aeon 
  One Minor Hindrance  (Player’s choice) 
   
  Agility d6 
  Smarts d8 
  Spirit d10 
  Strength d6 
  Vigor d8  (+2 on natural healing) 
   
  Healing d6+2 
  Investigation d6 
  Knowledge 
  Known Worlds d4  (Universal Church +2) 
  Languages d6*  (Latin +2) 
  Occult d4*  (Theurgy +2) 
  Tech d4*  (Medicine +2) 
  Notice d6 
  Persuasion d6 
  Stealth d4 
   
  Charisma +0 
  Languages  Urthish, Artemis Dialect 
   
  Pace 6”, run +1d6” 
  Carrying Capacity  30 lbs. 
    
  Gear 
  Staff (2 lbs.) 
  Synthsilk Robes (2 lbs.) $300 
  8x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  Healing Tools 
  $110 
   
  Rank Seasoned;  XP 25 
  Bennies 3 
   
  Parry 6 
  staff  Parry +1 
  Toughness 7 shaken, 11/15/19 wounded 
  armor of the Pancreator  energy shield +2, or +4 on a 
  raise 
  synthsilk  armor 1 torso, arms, legs 
   
  Fighting d6 
  staff  d6+d4;  reach 1 
   
  Theurgy d10;  Power Points 15 
  Armor of the Pancreator • 2pp, range touch, duration 
  3 (1/round) 
  Energy shield +2, or +4 on a raise. [armor, SWD 
  p.109] 
  Calming • 2-6pp, range 8”, duration 3 (1/round) 
  Opposed by the target’s Spirit check. Lowers 
  Fighting, Intimidation, Shooting, and Taunt all 
  by 1 die size, or 2 on a raise, to a minimum of d4.  
  Can affect up to 5 targets for +1pp per additional 
  target. [boost/lower trait, SWD p.110] 
  The Laying On of Hands (+2) • 3pp, range touch 
  Heals one wound on a success, two on a raise. 
  The target’s wounds apply as a penalty on the 
  check. [healing, SWD p.114] 
  The Prophet’s Holy Blessing • 2-6pp, range 8”, 
  duration 3 (1/round) 
  One of the target’s Traits increases by 1 die size, 
  or 2 on a raise.  Can affect up to 5 targets for +1pp 
  per additional target. [boost/lower trait, SWD 
  p.110] 
  Hubris 0 
  
  42  
   
  Charioteer Pilot 
  Ace  You can make a Piloting check at -2 to soak 
  damage to a vehicle you pilot 
  Connections (Charioteers)* 
  Elan  +2 bonus when you spend a benny to reroll 
  Guilder (Charioteer)  Guild abilities are marked with 
  a * 
  Level-Headed  Draw 2 initiative cards and play the 
  best one 
  Starship*  Begin play with a Frigate-class starship 
  Debt (Minor)  You owe the Reeves $500 per month 
  Greedy (Minor)  You demand your fair share of 
  wealth… and it’s only fair that you get more than 
  everyone else! 
  Obligations (Charioteers)*  You must fulfill your 
  duties to the Charioteers Guild 
  Major Hindrance  (Player’s Choice) 
   
  Agility d10 
  Smarts d8 
  Spirit d6 
  Strength d6 
  Vigor d6 
   
  Driving d4+2 
  Knowledge 
  Known Worlds d6  (Jumproutes +2) 
  Tech d4  (Starships +2) 
  Notice d6 
  Persuasion d4 
  Piloting d8+2 
  Repair d6 
  Stealth d4 
  Streetwise d4 
   
  Charisma +0 
  Languages  Urthish, Ishtahkr Dialect 
   
  Pace 6”, run +1d6” 
  Carrying Capacity 30 lbs. 
  Rank Seasoned;  XP 25 
  Bennies 3 
   
  Parry 5 
  Toughness 9 shaken, 13/17/21 wounded 
  dueling shield energy shield 4 
   
  Fighting d6 
  dagger  d6+d4 
  Shooting d8 
  SMG  2d6+1 AP 1;  range 12/24/48;  RoF 1-3, 3RB, 
  shots 20 
   
  Starship 
  Class  Frigate 
  Speed 8% (10 Aus/day) 
  Crew 3;  Passengers 10 
  Cargo 4,000 tons 
  Toughness 20 (4) 
  Maintenance $400/month 
  Weapons 
  Sensors +0 
  laser turret  3d6 SP 2 (AP 4);  range -0/-1/-2;  RoF 1-2 
  grapple gun turret  pulls target to boarding range; 
  range -0/–/–;  RoF 1-2 
   
  Gear 
  Dueling Shield 
  SMG (5 lbs.) 
  40x Extra SMG Bullets 
  2x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  Repair Tools 
  $124 
  
   
   
  43 
   
  Ukari Scraver 
  Ukar  Racial abilities are marked with ** 
  Acrobat  Agility +2 on acrobatic maneuvers 
  Arcane Background (Psi)** 
  Connections (Merchant League)* 
  Darkness Adapted**  You ignore all penalties for dim 
  and dark lighting, and ignore penalties for pitch 
  blackness against adjacent targets 
  Guilder (Scraver)  Guild abilities are marked with * 
  Luck*  Bonus benny 
  Thief  Skill bonuses 
  Ukari Touch-Fighter  You only require 1 hand to 
  grapple, and gain bonuses when grappling 
  Bad Eyes  Without sun-goggles, you take a -2 to any 
  task involving something more than about 5” (30 
  feet) away 
  Obligations (Scravers)*  You must fulfill your duties 
  to the Scravers Guild 
  Wanted (Minor)  You committed serious crimes back 
  on Kordeth and are wanted on al Malik worlds. 
  Major Hindrance  (Player’s Choice) 
   
  Agility d10  (+2 on acrobatic maneuvers) 
  Smarts d8 
  Spirit d6 
  Strength d6 
  Vigor d6 
   
  Climbing d6+2 
  Knowledge 
  Tech d4  (Security Systems +2) 
  Lockpicking d6+2 
  Notice d6  (+2 relating to traps) 
  Repair d4  (+2 relating to traps) 
  Stealth d8  (+2 in urban environments) 
  Streetwise d4 
   
  Charisma +0 
  Languages  Urthish, Ukari 
   
  Pace 6”, run +1d6” 
  Carrying Capacity 30 lbs. 
   
  Rank Seasoned;  XP 25 
  Bennies 4 
   
  Parry 7 
  acrobat  Parry +1 
  Toughness 9 shaken, 13/17/21 wounded 
  hardening  armor 2, or 4 on a raise 
  dueling shield  energy shield 4 
   
  Fighting d8 
  dagger  d6+d4;  throw range 3/6/12 
  Ukari touch-fighter  +2 to grappling checks; when 
  grappling can deal dagger damage with AP +2 
  Shooting d4 
  laser pistol (+2)  2d4 AP 1;  range 24/48/96;  RoF 1, 
  shots 15, scatter 
   
  Psi d6;  Power Points 10 
  Enhance Body • 2pp, range self, duration 1 minute 
  (1/minute) 
  Increase your Agility, Strength, Vigor, Climbing 
  or Swimming by 1 die size, 2 on a raise. 
  [boost/lower trait, SWD p.110] 
  Hardening • 2pp, range self, duration 3 (1/round) 
  You gain armor 2, or armor 4 on a raise. This 
  stacks with energy shields but not mundane 
  armor. [armor, SWD p.109] 
  Recovering • 3pp, range self 
  You heal one wound on a success, two on a raise. 
  [healing, SWD p.114] 
  Urge 1 
   
  Gear 
  Dueling Shield 
  Laser Pistol (2 lbs.) 
  4x Dagger (1 lbs. each) 
  3x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  Lockpicking Tools 
  Repair Tools 
  Sun-Goggles 
  $150 
   
   
  
  44  
   
  Legion Veteran 
  Brawny  +1 Toughness and increased carrying 
  capacity 
  Combat Reflexes  +2 to recover from Shaken 
  Connections (Imperial Legions) 
  Rock-and-Roll!  Negate autofire penalty when still 
  Quick Draw  Draw a weapon as a free action; +2 
  Agility to draw a weapon 
  Rich  You were allowed to keep your valuable 
  equipment upon leaving the armed forces. 
  Cautious  Plans carefully and does not take risks 
  One Arm  You lost a limb in the war, but have had it 
  replaced with cybernetics 
  Major Hindrance  (Player’s Choice) 
   
  Agility d8  (+2 to draw a weapon) 
  Smarts d6 
  Spirit d6  (+2 to recover from Shaken) 
  Strength d8+1 
  Vigor d8 
   
  Climbing d4  (4”) 
  Knowledge 
  Battle d4 (Tactics +2) 
  Known Worlds d4  (Planets +2) 
  Notice d6 
  Persuasion d4-2 
  Repair d4 
  Stealth d4 
   
  Charisma -2 (Cybernetics) 
  Languages  Urthish, Vera Cruz Dialect 
   
  Pace 6”, run +1d6” 
  Carrying Capacity 72 lbs. 
   
  Rank Seasoned;  XP 25 
  Bennies 3 
   
  Parry 7 
  bayonet  Parry +1 
  Toughness 12 shaken, 16/20/24 wounded 
  high-quality plate armor  armor 5 
  brawny  Toughness +1 
   
  Fighting d8 
  bayonet  d8+d6+1;  reach 1, 2 hands 
  dagger  d8+d4+1;  throw range 3/6/12 
  Shooting d10 
  blaster rifle  2d10 AP 1 SP 2;  range 24/48/96;  RoF 1-
  3, 3RB, shots 15 
  revolver  2d6+1 AP 1; range 12/24/48;  RoF 1, DT, 
  shots 6 
  rock and roll! no autofire penalty when not moving 
  Agility d8 
  grenade  3d6;  range 5/10/20, medium burst;  shots 4 
   
  Cybernetics 
  Cyber Arm  Negates hindrance 
  Goliath Skin  +1 Strength 
   
  Gear 
  High-Quality Plate Armor (45 lbs.) 
  Blaster Rifle with Bayonet (6 lbs.) 
  Revolver (3 lbs.) 
  Dagger (1 lb.) 
  4x Grenades (1 lb. each) 
  2x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  $27 
   
  
   
   
  45 
   
  Vorox Warrior 
  Vorox  Racial abilities are marked with * 
  Ambidextrous+Multidextrous  No off-hand penalties 
  Multiple Limbs* 
  two legs  up to 4 attacks, one with each hand 
  four legs  +2 Strength to resist Push 
  six legs  +2 Pace when moving on all six limbs 
  Scent*  +2 to Tracking and Noticing creatures by scent 
  Two-Fisted  Negate 2 points of multi-action penalty 
  when attacking with multiple limbs 
  Illiterate  You can’t read or do math 
  Loyal  You would give your life for your friends 
  Savage*  -2 Charisma amongst non-Vorox 
  Major Hindrance  (Player’s Choice) 
   
  Agility d8 
  Smarts d6 
  Spirit d6 
  Strength d12 
  Vigor d8 
   
  Climbing d4  (6”) 
  Notice d6  (+2 by scent) 
  Stealth d6 
  Survival d6 
  Swimming d4 
  Tracking d4  (+2 by scent) 
   
  Charisma -2 (Savage) 
  Languages  Urthish, Vorox 
   
  Pace 6”, run +1d6” 
  six legs*  +2 Pace when moving on all six limbs 
  Carrying Capacity 240 lbs. 
   
  Rank Seasoned;  XP 25 
  Bennies 3 
   
  Parry 6 
  Toughness 12 shaken, 16/20/24 wounded 
  plastic breast plate  armor 4 torso 
  size +2*  Toughness +2 
   
  Fighting d8 
  glankesh sword  d12+d8 
  two legs*  2 attacks at no penalty; 3 attacks at -2; 4 
  attacks at -4 
  Shooting d8 
  shotgun (+2)  1-3d6;  range 10/20/40;  RoF 1, shots 6 
  two legs*  2 attacks at no penalty 
   
  Gear 
  Oversized Plastic Breast Plate (30 lbs.) 
  4x Glankesh Swords (4 lbs. each) 
  2x Shotguns (5 lbs.) 
  2x Elixir 
  Requires a Healing check to use; target gets a 
  Natural Healing check at the start of their next turn. 
  $140 
   
   
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Savage Fading Suns.pdf