TEXT: PRIMITIVE ERA RANGED WEAPONS
  NAME
  USES
  ACCURACY DAMAGE SHOTS HELD WEIGHT
  COST ARMOR HITS NOTES
  Medium bow
  arrow
  0
  1d+0
  1 internal
  1.2kg
  130Cr
  1d+0
  2
  Reliable, Str 6
  Heavy bow
  arrow
  1
  1d+2
  1 internal
  1.7kg
  170Cr
  1d+0
  2
  Reliable, Str 8
  Light crossbow
  quarrel
  1
  2d+0
  1 internal
  3.4kg
  170Cr
  1d+0
  3
  Reliable, Str 6
  Heavy crossbow
  quarrel
  1
  2d+2
  1 internal
  5.1kg
  220Cr
  1d+1
  3
  Reliable, Str 8
  BASIC ERA RANGED WEAPONS
  NAME
  USES
  ACCURACY DAMAGE SHOTS HELD WEIGHT
  COST ARMOR HITS NOTES
  Heavy flintlock pistol
  12mm ball
  0
  1d+2
  1 internal
  1.3kg
  150Cr
  1d+2
  2
  Unreliable
  Flintlock musket
  19mm ball
  1
  2d+2
  1 internal
  4.4kg
  140Cr
  1d+2
  4
  Unreliable
  Flintlock rifle
  12mm ball
  2
  3d+0
  1 internal
  4.8kg
  150Cr
  1d+2
  4
  Unreliable
  Blunderbuss
  18mm ball
  0
  2d+1
  1 internal
  2.3kg
  90Cr
  1d+2
  3
  Unreliable
  INDUSTRIAL ERA RANGED WEAPONS
  NAME
  USES
  ACCURACY DAMAGE SHOTS HELD WEIGHT
  COST ARMOR HITS NOTES
  Light revolver
  9mm bullet
  0
  1d+2
  6 internal
  1.0kg
  140Cr
  1d+2
  2
  Reliable
  Heavy revolver
  11mm bullet
  1
  2d+1
  6 internal
  1.6kg
  320Cr
  1d+2
  3
  Reliable
  Repeating rifle
  13mm bullet
  2
  3d+1
  8 internal
  3.8kg
  210Cr
  1d+2
  4
  Reliable
  Hunting shotgun
  19mm bullet
  1
  3d+0
  2 internal
  4.4kg
  330Cr
  1d+2
  4
  Reliable
  ATOMIC ERA RANGED WEAPONS
  NAME
  USES
  ACCURACY DAMAGE SHOTS HELD WEIGHT
  COST ARMOR HITS NOTES
  Light semi-auto pistol
  7mm bullet
  0
  1d+2
  10 clip
  .6kg(.1)
  300Cr
  1d+1
  2
  Reliable
  Semi-auto pistol
  9mm bullet
  1
  2d+1
  15 clip
  1.1kg(.2)
  750Cr
  1d+2
  2
  Reliable
  Heavy revolver
  11mm bullet
  1
  3d+0
  6 internal
  1.3kg
  450Cr
  1d+2
  2
  Reliable
  Machine pistol
  9mm bullet
  1
  2d+1
  30 clip
  2.5kg(.5)
  730Cr
  1d+2
  3
  Reliable, autofire
  Hunting shotgun
  19mm bullet
  1
  3d+2
  2 internal
  3.4kg(.1)
  500Cr
  1d+2
  4
  Reliable
  Hunting rifle
  7mm bullet
  4
  4d+2
  5 clip
  4.3kg(.1)
  700Cr
  1d+2
  4
  Reliable
  Assault shotgun
  19mm bullet
  1
  3d+2
  10 clip
  3.7kg(.5)
  750Cr
  1d+2
  4
  Reliable
  Assault rifle
  7mm bullet
  3
  4d+2
  30 clip
  5.2kg(.6)
  730Cr
  1d+2
  4
  Reliable, autofire
  Heavy crossbow
  quarrel
  4
  2d+2
  1 internal
  2.9kg
  220Cr
  1d+1
  3
  Reliable
  Heavy machinegun
  13mm bullet
  4
  6d+1
  200 external 56kg(26)
  4.7KCr
  2d+0
  8
  Reliable, autofire
  Anti-tank rocket
  90mm rocket
  1
  12d+1
  1 internal
  9.0kg(2.0) 150Cr
  1d+2
  4
  Unreliable
  POST-ATOMIC ERA RANGED WEAPONS
  NAME
  USES
  ACCURACY DAMAGE SHOTS HELD WEIGHT
  COST ARMOR HITS NOTES
  Heavy revolver
  11mm bullet
  1
  3d+1
  6 internal
  1.0kg(.1)
  600Cr
  1d+2
  2
  Reliable
  Semi-auto pistol
  6mm bullet
  1
  2d+2
  25 clip
  .8kg(.2)
  900Cr
  1d+2
  2
  Reliable
  Stunner (non-lethal)
  electricity
  0
  5d+0
  10 clip
  .6kg
  750Cr
  1d+1
  2
  Reliable, armor
  stops all damage
  Gauss pistol
  3mm needle
  1
  4d+0
  100 clip
  2.2kg(1.1) 2.4KCr
  1d+1
  2
  Unreliable, autofire
  Laser pistol
  electricity
  1
  3d+2
  40 internal
  1.3kg
  3.9KCr
  1d+1
  2
  Reliable, autofire
  Hunting rifle
  6mm bullet
  4
  5d+1
  10 clip
  4.0kg(.1)
  1.1KCr
  1d+2
  4
  Reliable
  Assault rifle
  6mm bullet
  4
  5d+1
  50 clip
  4.4kg(.7)
  1.5KCr
  1d+2
  4
  Reliable, autofire
  Heavy laser rifle
  electricity
  4
  6d+0
  50 clip
  6.8kg(4.6) 8.3KCr
  1d+1
  3
  Reliable, autofire
  Gauss sniper rifle
  6mm needle
  7
  7d+2
  20 clip
  10kg(3.9) 17.8KCr
  1d+1
  3
  Reliable
  ADVANCED ERA RANGED WEAPONS
  NAME
  USES
  ACCURACY DAMAGE SHOTS HELD WEIGHT
  COST ARMOR HITS NOTES
  Disruptor pistol
  electricity
  2
  3d+0
  20
  1.0kg(.3)
  2.2KCr
  1d+1
  2
  Reliable, ignores
  one armor/barrier
  Disruptor rifle
  electricity
  4
  4d+2
  30
  3.1kg(1.8) 3.5KCr
  1d+1
  3
  Reliable, ignores
  one armor/barrier
  EABA
  9.3
  
  PRIMITIVE ERA MELEE WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Brass knuckles
  punch+1
  half-lethal
  short
  .3kg
  20Cr
  1d+1
  2
  balanced
  Large knife
  punch+0
  lethal
  short
  .3kg
  50Cr
  1d+2
  2
  balanced
  Shortsword
  punch+1
  lethal
  medium
  1.1kg
  140Cr
  1d+2
  3
  balanced
  Longsword
  punch+2
  lethal
  long
  1.3kg
  170Cr
  1d+2
  3
  balanced
  Axe
  punch+1d
  lethal
  medium
  2.0kg
  250Cr
  1d+1
  4
  unbalanced
  Small club
  punch+0
  half-lethal
  short
  .3kg
  20Cr
  1d+0
  2
  balanced
  Club
  punch+2
  half-lethal
  medium
  1.4kg
  170Cr
  1d+1
  3
  balanced
  Staff
  punch+1d
  half-lethal
  long
  1.4kg
  60Cr
  1d+1
  3
  balanced, uses two hands
  Spear
  punch+1d
  lethal
  long
  2.0kg
  230Cr
  1d+1
  3
  balanced, uses two hands
  Pike
  punch+2d
  lethal
  very long
  3.5kg
  580Cr
  2d+0
  5
  unbalanced, uses two hands
  BASIC ERA MELEE WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Greatsword
  punch+1d+2
  lethal
  long
  3.6kg
  440Cr
  2d+0
  5
  unbalanced, uses two hands
  Saber
  punch+2
  lethal
  long
  1.4kg
  170Cr
  1d+2
  3
  balanced
  Rapier
  punch+1
  lethal
  long
  .7kg
  120Cr
  1d+2
  3
  balanced
  Mace
  punch+2
  half-lethal
  medium
  1.6kg
  200Cr
  1d+1
  4
  balanced
  Flail
  punch+1d+2
  half-lethal
  very long
  2.9kg
  480Cr
  1d+2
  4
  unbalanced, uses two hands
  Halberd
  punch+2d
  lethal
  very long
  5.0kg
  730Cr
  2d+0
  5
  unbalanced, uses two hands
  PRIMITIVE ERA OTHER WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Thrown rock
  punch+0
  half-lethal
  -
  .5kg
  0Cr
  1d+1
  1
  Accuracy of 0
  Thrown knife
  punch+0
  lethal
  -
  .3kg
  50Cr
  1d+1
  2
  Accuracy of 0
  Thrown axe
  punch+1d
  lethal
  -
  2.0kg
  250Cr
  3d+0
  4
  Accuracy of 0
  Thrown spear
  punch+1d
  lethal
  -
  2.0kg
  230Cr
  1d+2
  3
  Accuracy of 0
  BASIC ERA OTHER WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Grenade
  2d+1
  lethal explosion
  -
  .5kg
  10Cr
  1d+2
  1
  Unreliable
  Gunpowder bomb
  3d+0
  half-lethal explosion
  -
  .5kg
  5Cr
  1d+0
  1
  Unreliable, see page 5.5
  INDUSTRIAL ERA OTHER WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Grenade
  3d+0
  lethal explosion
  -
  .5kg
  10Cr
  1d+1
  1
  Reliable
  Stick of TNT
  3d+1
  half-lethal explosion
  -
  .5kg
  5Cr
  1d+0
  1
  Reliable, see page 5.5
  ATOMIC ERA OTHER WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Grenade
  3d+1
  lethal explosion
  -
  .5kg
  10Cr
  1d+1
  1
  Reliable
  Stun grenade
  2d+2
  non-lethal explosion
  -
  .2kg
  10Cr
  1d+0
  1
  Reliable
  Anti-personnel mine
  2d+1
  lethal explosion
  -
  .2kg
  10Cr
  1d+1
  1
  Reliable, always hits legs
  Anti-tank mine
  12d+0
  lethal
  -
  4.0kg
  320Cr
  1d+2
  3
  Reliable, also does 5d+2 expl.
  Anti-tank grenade
  10d+1
  lethal
  -
  1.0kg
  70Cr
  1d+1
  2
  Reliable, also does 4d+1 expl.
  Brick of plastic expl.
  4d+0
  half-lethal explosion
  -
  .5kg
  5Cr
  1d+0
  2
  Reliable, see page 5.5
  POST-ATOMIC ERA OTHER WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Grenade
  3d+2
  lethal explosion
  -
  .5kg
  10Cr
  1d+1
  1
  Reliable
  Anti-tank grenade
  11d+0
  lethal
  -
  1.0kg
  70Cr
  1d+1
  2
  Reliable, also does 4d+2 expl.
  Brick of plastic expl.
  4d+1
  half-lethal explosion
  -
  .5kg
  5Cr
  1d+0
  2
  Reliable, see page 5.5
  EABA
  9.4
  
  PRIMITIVE ERA PERSONAL ARMOR
  NAME
  ARMOR
  COVERS
  WEIGHT
  COST
  NOTES
  Padded cloth
  0d+1
  Body
  1.5kg
  30Cr
  Worn over or under clothing.
  Hardened leather*
  0d+2
  Body
  4.5kg
  160Cr
  Worn over clothing.
  Head
  1.5kg
  50Cr
  Arms
  3.0kg
  150Cr
  Legs
  6.0kg
  240Cr
  Scale armor*
  1d+1
  Body
  10.7kg
  660Cr
  Worn over clothing.
  Head
  3.6kg
  210Cr
  Arms
  7.1kg
  640Cr
  Legs
  14.3kg
  1.0KCr
  Chain mail*
  1d+2
  Body
  12.0kg
  740Cr
  Worn over or under clothing.
  Head
  4.0kg
  250Cr
  Arms
  8.0kg
  720Cr
  Legs
  16.0kg
  1.1KCr
  Small shield (6 hits)
  2d+0
  -
  3.5kg
  70Cr
  User is +2 difficulty to be hit in melee.
  Large shield (8 hits)
  2d+2
  -
  5.2kg
  150Cr
  User is +4 difficulty to be hit in melee.
  BASIC ERA PERSONAL ARMOR
  NAME
  ARMOR
  COVERS
  WEIGHT
  COST
  NOTES
  Plate armor*
  2d+0
  Body
  10.5kg
  650Cr
  Worn over clothing.
  Head
  3.5kg
  210Cr
  -
  Arms
  7.0kg
  630Cr
  -
  Legs
  14.0kg
  980Cr
  -
  INDUSTRIAL ERA PERSONAL ARMOR
  NAME
  ARMOR
  COVERS
  WEIGHT
  COST
  NOTES
  Plate armor*
  2d+0
  Body
  10.5kg
  650Cr
  Appropriate vs. firearms.
  ATOMIC ERA PERSONAL ARMOR
  NAME
  ARMOR
  COVERS
  WEIGHT
  COST
  NOTES
  Fragmentation vest
  1d+0
  Body
  2.0kg
  100Cr
  Worn over clothing.
  Level 2 bulletproof vest
  2d+0
  Body
  3.0kg
  500Cr
  Worn under clothing.
  Level 3 bulletproof vest
  4d+0
  Body
  8.4kg
  800Cr
  Worn over clothing.
  Level 4 bulletproof vest
  4d+1
  Body
  11.5kg
  1.0KCr
  Negates armor piercing effects.
  Steel helmet
  1d+1
  Head
  .9kg
  20Cr
  -
  Kevlar helmet
  2d+1
  Head
  .7kg
  60Cr
  -
  POST-ATOMIC ERA PERS. ARMOR
  NAME
  ARMOR
  COVERS
  WEIGHT
  COST
  NOTES
  Combat helmet
  3d+0
  Head
  .8kg
  80Cr
  Negates armor piercing effects.
  Combat vest
  5d+0
  Body
  6.4kg
  670Cr
  Worn over clothing.
  Combat infantry suit(20)
  4d+2
  Whole body
  40kg
  5KCr
  Negates armor piercing effects, gives +4
  to Strength, uses 800 power per hour.
  Combat spacesuit(20)
  4d+2
  Whole body
  50kg
  8KCr
  Gives +4 to Strength, provides life support,
  each function uses 800 power per hour.
  ADVANCED ERA PERSONAL ARMOR
  NAME
  ARMOR
  COVERS
  WEIGHT
  COST
  NOTES
  Flux armor(20)
  5d+0
  Whole body
  40kg
  20KCr
  Negates special effect of disruptors, gives
  +5 to Strength, may alter structure to give
  +1d armor vs. one type of attack, uses
  1000 power per hour.
  *Armor for body, arm and leg locations has mass for both front and back. Front only coverage is half the listed mass and cost.
  EABA
  9.5
  
  PRIMITIVE ERA STUFF
  NAME
  WEIGHT
  COST
  ARMOR
  HITS
  NOTES
  Basic clothing
  2.0kg
  100Cr
  1d+0
  3
  Includes footgear with 0d+2 protection. The armor of 
  clothing only protects the clothing from damage, not the 
  wearer.
  Luxury clothing
  3.0kg
  500Cr
  1d+0
  4
  Includes footgear with 0d+1 protection.
  Winter clothing
  3.0kg
  100Cr
  1d+1
  4
  Worn in addition to other clothing. Each layer provides up
  to a 5¡C temperature shift. Each tech era adds 5¡C 
  protection per layer. Acts as 0d+1 armor.
  Camoflauge clothing 2.0kg
  100Cr
  1d+0
  3
  Adds +2 to difficulty of being spotted in appropriate
  conditions, otherwise as basic clothing.
  Scroll tube
  .1kg
  10Cr
  1d+0
  1
  Weatherproof protection for small items.
  Waterskin(full)
  4.3kg
  10Cr
  1d+0
  2
  Holds four liters of water. Enough for one person for a day
  of moderate activity.
  Travel rations
  .8kg
  5Cr
  1d+0
  2
  Dried or semi-perishable food that carries well. Enough for
  one person for one day of moderate activity.
  Saddle/tack
  25kg
  300Cr
  1d+1
  7
  Required for carrying gear on horseback.
  Camping gear
  18kg
  200Cr
  1d+1
  6
  One personÕs share of the weight for a tent, blankets that
  count as a layer of winter clothing, stove and personal 
  items. This can be part of a large tent and kit, or personal-
  size items. Two-thirds the mass for each higher tech era.
  Rope, 25 meters
  2.0kg
  10Cr
  1d+0
  3
  Strong enough to hold a person and worn or carried items.
  Torch
  .8kg
  5Cr
  1d+1
  2
  Negates darkness penalties out to 3 meters, -2d penalty
  per range band after this. Lasts 2 hours.
  Sewing kit
  .5kg
  50Cr
  1d+0
  2
  Needles, thread, leather stitching, buttons, patches
  BASIC ERA STUFF
  NAME
  WEIGHT
  COST
  ARMOR
  HITS
  NOTES
  Small book
  .2kg
  5Cr
  0d+2
  2
  Equivalent to small reference book or spellbook.
  Large book
  1.0kg
  50Cr
  1d+0
  3
  Equivalent to large reference book or spellbook.
  Lantern
  .8kg
  30Cr
  1d+0
  2
  Negates darkness penalties out to 3 meters, -2d penalty
  per range band after this. Refill with .3kg oil each night.
  Small pack
  1.5kg
  20Cr
  1d+0
  3
  Holds 10kg of normal density items. Two-thirds the mass for 
  each higher tech era.
  Large pack
  6.0kg
  100Cr
  1d+0
  4
  Holds 90kg of normal density items. Two-thirds the mass for 
  each higher tech era.
  Armory tool kit
  200kg
  1000Cr
  2d+1
  11
  Small anvil, portable forge, hammers, other tools.
  First aid kit
  2.0kg
  200Cr
  1d+0
  3
  Suitable for treating non-crippling injuries. Capabilities
  increase with tech era.
  INDUSTRIAL ERA STUFF
  NAME
  WEIGHT
  COST
  ARMOR
  HITS
  NOTES
  Powercell
  .1kg
  1Cr
  1d+0
  1
  Holds 10 energy. If an item is listed like ÒItem(2)Ó, the
  number in parentheses is how many powercells it uses. A 
  rechargeable powercell only holds half the listed energy.
  Telephone/telegraph .5kg
  20Cr
  1d+0
  2
  Requires a wired connection between units. Uses 1 energy
  per hour of use.
  Flashlight(2)
  .3kg
  20Cr
  1d+0
  2
  Negates darkness penalties in a 60¡arc out to 15 meters,
  -2d penalty per range band after this. Uses 10 energy per 
  hour.
  Binoculars
  .5kg
  100Cr
  1d+0
  2
  Gives +1d Awareness roll to see something in a particular
  direction, no sight Awareness rolls allowed in other directions.
  Telescopic sight
  .3kg
  200Cr
  1d+0
  1
  Adds 1 to Accuracy of appropriate ranged weapon.
  Mechanical tool kit
  10kg
  200Cr
  2d+0
  6
  Assortment of wrenches and screwdrivers, hammer, saw, 
  nails, screws and fasteners.
  EABA
  9.6
  
  ATOMIC ERA STUFF
  NAME
  WEIGHT
  COST
  ARMOR
  HITS
  NOTES
  Powercell
  .1kg
  1Cr
  1d+0
  1
  Holds 70 energy. If an item is listed like ÒItem(2)Ó, the
  number in parentheses is how many powercells it uses.
  Solarcell
  2.0kg
  400Cr
  1d+0
  2
  Generates 50 power per hour in sunlight. Requires about
  a quarter of a square meter of unobstructed space.
  Radio/Cellphone(1)
  .3kg
  200Cr
  1d+0
  1
  Can reach a similar unit or receiving tower up to 10km
  off. Uses 20 energy per hour talking, 3 per hour receiving.
  Base station radio
  4.0kg
  500Cr
  1d+0
  2
  Can reach a similar unit up to 1000km off or hand-held
  unit up to 100km away. Requires large antenna.
  Portable computer(4) 2.5kg
  2KCr
  1d+0
  2
  Late Atomic Era model. Can be programmed to perform
  a specific Awareness skill task at 4d+0 or give the user a +2
  on their own roll. Uses 30 energy per hour.
  Nightvision goggles(1) 1.0kg
  2KCr
  1d+0
  2
  Negates darkness penalties for user, uses 5 energy per hour.
  Night vision sight(1)
  .5kg
  2KCr
  1d+0
  1
  Adds 1 to Accuracy of appropriate ranged weapon,
  negates darkness penalties for user, uses 5 energy per hour.
  Rope, 25 meters
  1.5kg
  100Cr
  1d+1
  2
  Strong enough to hold several people and worn or carried 
  items, or a horse or small vehicle.
  Utility tool
  .2kg
  100Cr
  1d+1
  2
  Allows rudimentary tool use, as mechanical tool kit but
  with varying penalties.
  Electrical tool kit
  5kg
  200Cr
  2d+0
  4
  Portable soldering iron, test meters, assorted circuit parts, 
  small hand tools.
  POST-ATOMIC ERA STUFF
  NAME
  WEIGHT
  COST
  ARMOR
  HITS
  NOTES
  Powercell
  .1kg
  1Cr
  1d+0
  1
  Holds 210 energy. If an item is listed like ÒItem(2)Ó, the
  number in parentheses is how many powercells it uses.
  Fuelcell
  2.0kg
  100Cr
  1d+1
  3
  Generates 3000 energy per hour, takes the place of
  20 powercells, refill with 1.0kg fuel per 10 hours.
  Stealthsuit(2)
  2.0kg
  500Cr
  1d+0
  4
  Worn over clothing or armor. Automatically adapts to 
  provide camoflauge in any conditions, uses 20 energy
  per hour.
  Nightvision glasses(1)
  .2kg
  500Cr
  1d+0
  1
  Negates darkness penalties for user, uses 3 energy per hour.
  Videophone(1)
  .2kg
  200Cr
  1d+0
  1
  Can reach a similar unit or receiving tower up to 10 km off.
  Uses 20 energy per hour talking, 3 per hour receiving.
  Portable computer(2) 1.0kg
  2KCr
  1d+0
  2
  Wearable computer with glasses-mounted display. Can be
  be programmed to perform a specific Awareness task at
  5d+0 or give the user a +4 on their own roll. May be linked
  to most other electronics. Uses 10 energy per hour.
  ADVANCED ERA STUFF
  NAME
  WEIGHT
  COST
  ARMOR
  HITS
  NOTES
  Powercell
  .1kg
  1Cr
  1d+0
  1
  Holds 460 energy. If an item is listed like ÒItem(2)Ó, the
  number in parentheses is how many powercells it uses.
  Fuelcell
  2.0kg
  100Cr
  1d+1
  3
  Generates 4000 energy per hour, takes the place of
  20 powercells, refill with 1.0kg fuel per 10 hours.
  Flux clothing(1)
  2.0kg
  500Cr
  1d+0
  4
  May be switched to any color or insulation combination
  for 10 energy, and may provide 1d+0 armor against a
  particular weapon type, changeable for 10 energy.
  Link(1)
  .2kg
  500Cr
  1d+0
  1
  Serves function of videophone, radio, portable computer
  and global tracking system. Uses 3 energy per hour.
  Flux tool kit
  5kg
  2KCr
  1d+0
  4
  Contains tools and raw materials needed to service or
  repair any mutable matter device.
  EABA
  9.7
  
  EABA
  Blacksburg Tactical Research Center
  Location
  Gameworld
  Notes
  Scale
  ª
  ©1999 Greg Porter  May be reproduced for personal use only
  
  Name
  Motivation
  Strength
  Agility
  Awareness
  Will
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  d+
  Roll
  Skills
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Body
  Armor
  d+
  Head
  d+
  Arms
  d+
  Legs
  Walk
  Run
  Other info
  Health
  Encumbrance
  -0d
  -1d
  -2d
  -3d
  Level
  Level
  Level
  Level
  Level
  Level
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  1
  3
  5
  7
  9
  11 13
  Name
  Motivation
  Strength
  Agility
  Awareness
  Will
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  d+
  Roll
  Skills
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Body
  Armor
  d+
  Head
  d+
  Arms
  d+
  Legs
  Walk
  Run
  Other info
  Health
  Encumbrance
  -0d
  -1d
  -2d
  -3d
  Level
  Level
  Level
  Level
  Level
  Level
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  1
  3
  5
  7
  9
  11 13
  EABA
  Blacksburg Tactical Research Center
  Extra type
  Gameworld
  Notes
  Power level
  May be reproduced for personal use only
  ª
  Fate
  Name
  Motivation
  Strength
  Agility
  Awareness
  Will
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  d+
  Roll
  Skills
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Body
  Armor
  d+
  Head
  d+
  Arms
  d+
  Legs
  Walk
  Run
  Other info
  Health
  Encumbrance
  -0d
  -1d
  -2d
  -3d
  Level
  Level
  Level
  Level
  Level
  Level
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  1
  3
  5
  7
  9
  11 13
  Name
  Motivation
  Strength
  Agility
  Awareness
  Will
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  d+
  Roll
  Skills
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Body
  Armor
  d+
  Head
  d+
  Arms
  d+
  Legs
  Walk
  Run
  Other info
  Health
  Encumbrance
  -0d
  -1d
  -2d
  -3d
  Level
  Level
  Level
  Level
  Level
  Level
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  d+
  Roll
  1
  3
  5
  7
  9
  11 13
  10
  10
  10
  Fate
  Fate
  Fate
  Punch
  Kick
  d+
  d+
  Punch
  Kick
  d+
  d+
  Punch
  Kick
  d+
  d+
  Punch
  Kick
  d+
  d+
  
  Rear armor
  Right armor
  Name
  Cost
  Strength
  Top speed
  Acceleration
  Fuel supply
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  Top view
  Gizmos
  Front armor
  meters
  KCr
  tons
  hexes
  Size
  Mass
  Hits
  meters
  Roll
  hours
  d+
  d+
  d+
  Left armor
  d+
  Top armor
  d+
  Bottom armor
  d+
  d+
  Rear armor
  Right armor
  Name
  Cost
  Strength
  Top speed
  Acceleration
  Fuel supply
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  Top view
  Gizmos
  Front armor
  meters
  KCr
  tons
  hexes
  Size
  Mass
  Hits
  meters
  Roll
  hours
  d+
  d+
  d+
  Left armor
  d+
  Top armor
  d+
  Bottom armor
  d+
  d+
  Rear armor
  EABA
  Blacksburg Tactical Research Center
  Tech era
  Gameworld
  Notes
  Category
  May be reproduced for personal use only
  ª
  Right armor
  Name
  Cost
  Strength
  Top speed
  Acceleration
  Fuel supply
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  Top view
  Gizmos
  Front armor
  meters
  KCr
  tons
  hexes
  Size
  Mass
  Hits
  meters
  Roll
  hours
  d+
  d+
  d+
  Left armor
  d+
  Top armor
  d+
  Bottom armor
  d+
  d+
  Rear armor
  Right armor
  Name
  Cost
  Strength
  Top speed
  Acceleration
  Fuel supply
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  Top view
  Gizmos
  Front armor
  meters
  KCr
  tons
  hexes
  Size
  Mass
  Hits
  meters
  Roll
  hours
  d+
  d+
  d+
  Left armor
  d+
  Top armor
  d+
  Bottom armor
  d+
  d+
  One hex equals       meters
  One hex equals       meters
  One hex equals       meters
  One hex equals       meters
  Damage limit
  Damage limit
  Damage limit
  Damage limit
  
  Gizmos
  Rear armor
  Right armor
  Name
  Cost
  Strength
  Top speed
  Acceleration
  Fuel supply
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  Top view
  Gizmos
  Front armor
  meters
  KCr
  tons
  hexes
  Size
  Mass
  Hits
  meters
  Roll
  hours
  d+
  d+
  d+
  Left armor
  d+
  Top armor
  d+
  Bottom armor
  d+
  d+
  Rear armor
  EABA
  Blacksburg Tactical Research Center
  Tech era
  Gameworld
  Notes
  Category
  May be reproduced for personal use only
  ª
  Right armor
  Name
  Cost
  Strength
  Top speed
  Acceleration
  Fuel supply
  1
  2
  3
  4
  5
  6
  Hits
  Top view
  Front armor
  meters
  KCr
  tons
  hexes
  Size
  Mass
  Hits
  meters
  Roll
  hours
  d+
  d+
  d+
  Left armor
  d+
  Top armor
  d+
  Bottom armor
  d+
  Rear armor
  Right armor
  Name
  Cost
  Strength
  Top speed
  Acceleration
  Fuel supply
  -1d
  -2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -0d
  -4d
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -3d
  Hits
  Top view
  Gizmos
  Front armor
  meters
  KCr
  tons
  hexes
  Size
  Mass
  Hits
  meters
  Roll
  hours
  d+
  d+
  d+
  Left armor
  d+
  Top armor
  d+
  Bottom armor
  d+
  d+
  One hex equals       meters
  One hex equals       meters
  d+
  -0d
  -1d
  One hex equals       meters
  -2d
  -3d
  -4d
  -5d
  8
  7
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  Cargo
  Damage limit
  Damage limit
  Damage limit
  
  EABA
  Blacksburg Tactical Research Center
  Name
  Brief description
  Goals
  Home
  Hits
  -1d
  -2d
  -3d
  -4d
  -5d
  -6d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  Character traits
  Value
  Important equipment
  Mass
  kg
  kg
  kg
  kg
  kg
  kg
  kg
  Cash on hand
  Total
  Cr
  Total
  May be reproduced for personal use only
  ª
  Campaign base
  S
  A
  -0d
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  Will
  Will
  Head
  (+6 to hit, +1d damage)
  Agility
  Agility
  Awareness
  Awareness
  Health
  Health
  Awareness skills
  Fate
  Fate
  d+
  Kick
  Strength roll
  d+
  Punch
  Strength roll - 1d
  Encumbrance
  Less than
  kg
  One-eighth maximum
  Up to
  Up to
  Up to
  -0d
  -2d
  kg
  kg
  kg
  -1d
  One-quarter maximum
  One-half maximum
  -3d
  Maximum from chart
  Strength
  Strength
  Cost
  Level
  d+
  Roll
  -1d
  +1d
  d+
  Roll
  d+
  Roll
  Cost
  Level
  -1d
  +1d
  Cost
  Cost
  Cost
  Cost
  d+
  Roll
  d+
  Roll
  Level
  Level
  Level
  +1d
  -1d
  +1d
  -1d
  +1d
  -1d
  1
  3
  5
  7
  17
  15
  13
  11
  9
  d+
  Roll
  Level
  -1d
  +1d
  meters
  Walk
  Sprint
  Health dice
  Walk times 3
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Agility skills
  d+
  d+
  Hearing roll
  Sight roll
  Awareness roll
  Awareness roll
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Other skills
  Run
  Walk times 2
  3-6
  d+
  9-12
  d+
  13-18
  d+
  Arms
  (+4 to hit, -1d damage)
  Body
  (+2 to hit, +0d damage)
  Legs
  (+2 to hit, -1d damage)
  Armor
  7-8
  d+
  +
  Dodge
  Agility dice 
         times 2
  Attribute used
  
  EABA
  Blacksburg Tactical Research Center
  Name
  Brief description
  Goals
  Home
  Hits
  -1d
  -2d
  -3d
  -4d
  -5d
  -6d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  Character traits
  Value
  Important equipment
  Mass
  kg
  kg
  kg
  kg
  kg
  kg
  kg
  Cash on hand
  Total
  Cr
  Total
  May be reproduced for personal use only
  ª
  Campaign base
  S
  A
  -0d
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  Will
  Will
  Head
  (+6 to hit, +1d damage)
  Agility
  Agility
  Awareness
  Awareness
  Health
  Health
  Awareness skills
  Fate
  Fate
  d+
  Kick
  Strength roll
  d+
  Punch
  Strength roll - 1d
  Encumbrance
  Less than
  kg
  One-eighth maximum
  Up to
  Up to
  Up to
  -0d
  -2d
  kg
  kg
  kg
  -1d
  One-quarter maximum
  One-half maximum
  -3d
  Maximum from chart
  Strength
  Strength
  Cost
  Level
  d+
  Roll
  -1d
  +1d
  d+
  Roll
  d+
  Roll
  Cost
  Level
  -1d
  +1d
  Cost
  Cost
  Cost
  Cost
  d+
  Roll
  d+
  Roll
  Level
  Level
  Level
  +1d
  -1d
  +1d
  -1d
  +1d
  -1d
  1
  3
  5
  7
  17
  15
  13
  11
  9
  d+
  Roll
  Level
  -1d
  +1d
  meters
  Walk
  Sprint
  Health dice
  Walk times 3
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Agility skills
  d+
  d+
  Hearing roll
  Sight roll
  Awareness roll
  Awareness roll
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Other skills
  Run
  Walk times 2
  3-6
  d+
  9-12
  d+
  13-18
  d+
  Arms
  (+4 to hit, -1d damage)
  Body
  (+2 to hit, +0d damage)
  Legs
  (+2 to hit, -1d damage)
  Armor
  7-8
  d+
  +
  Dodge
  Agility dice 
         times 2
  Attribute used
  
  EABA
  Blacksburg Tactical Research Center
  Name
  Brief description
  Goals
  Home
  Hits
  -1d
  -2d
  -3d
  -4d
  -5d
  -6d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  Character traits
  Value
  Important equipment
  Mass
  kg
  kg
  kg
  kg
  kg
  kg
  kg
  Cash on hand
  Total
  Cr
  Total
  May be reproduced for personal use only
  ª
  Campaign base
  S
  A
  -0d
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  Will
  Will
  Head
  (+6 to hit, +1d damage)
  Agility
  Agility
  Awareness
  Awareness
  Health
  Health
  Awareness skills
  Fate
  Fate
  d+
  Kick
  Strength roll
  d+
  Punch
  Strength roll - 1d
  Encumbrance
  Less than
  kg
  One-eighth maximum
  Up to
  Up to
  Up to
  -0d
  -2d
  kg
  kg
  kg
  -1d
  One-quarter maximum
  One-half maximum
  -3d
  Maximum from chart
  Strength
  Strength
  Cost
  Level
  d+
  Roll
  -1d
  +1d
  d+
  Roll
  d+
  Roll
  Cost
  Level
  -1d
  +1d
  Cost
  Cost
  Cost
  Cost
  d+
  Roll
  d+
  Roll
  Level
  Level
  Level
  +1d
  -1d
  +1d
  -1d
  +1d
  -1d
  1
  3
  5
  7
  17
  15
  13
  11
  9
  d+
  Roll
  Level
  -1d
  +1d
  meters
  Walk
  Sprint
  Health dice
  Walk times 3
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Agility skills
  d+
  d+
  Hearing roll
  Sight roll
  Awareness roll
  Awareness roll
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Other skills
  Run
  Walk times 2
  3-6
  d+
  9-12
  d+
  13-18
  d+
  Arms
  (+4 to hit, -1d damage)
  Body
  (+2 to hit, +0d damage)
  Legs
  (+2 to hit, -1d damage)
  Armor
  7-8
  d+
  +
  Dodge
  Agility dice 
         times 2
  Attribute used
  A/    S
  A/    S
  A/    S
  kg
  kg
  kg
  
  Basic campaign notes
  Character traits
  May be reproduced for personal use only
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  Ranged weapons
  Uses
  Accuracy
  Damage
  Shots Held
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  Melee weapons
  Damage
  Damage type
  Length
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  kg
  Cr
  d+
  kg
  Cr
  d+
  Personal armor
  At hand
  Carried
  Packed
  At hand
  Carried
  Packed
  Power framework
  0
  Base
  Total
  Powers
  Cost
  Modifiers
  Difficulty
  Traits
  Attributes
  Skills
  Base points
  Stuff
  Weight
  Cost
  Hits
  Notes
  At hand
  Carried
  Packed
  S
  A
  Total
  S
  A
  Adventurer
  Armor
  Covers
  Cost
  Weight
  Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  Always
  Combat
  Packed
  
  Basic campaign notes
  Character traits
  Value
  May be reproduced for personal use only
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  Ranged weapons
  Uses
  Accuracy
  Damage
  Shots Held
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  Melee weapons
  Damage
  Damage type
  Length
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  Personal armor
  Armor
  Covers
  Cost
  Weight
  Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  At hand
  Carried
  Packed
  At hand
  Carried
  Packed
  Always
  Combat
  Packed
  Power framework
  0
  Base
  Total
  Powers
  Cost
  Modifiers
  Difficulty
  Traits
  Attributes
  Skills
  Base points
  Stuff
  Weight
  Cost
  Hits
  Notes
  At hand
  Carried
  Packed
  S
  A
  Total
  S
  A
  Adventurer
  
  Basic campaign notes
  Character traits
  Value
  May be reproduced for personal use only
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  Ranged weapons
  Uses
  Accuracy
  Damage
  Shots Held
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  Melee weapons
  Damage
  Damage type
  Length
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  Personal armor
  Armor
  Covers
  Cost
  Weight
  Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  At hand
  Carried
  Packed
  At hand
  Carried
  Packed
  Always
  Combat
  Packed
  Miscellaneous
  Game events
  Traits
  Attributes
  Skills
  Base points
  Stuff
  Weight
  Cost
  Hits
  Notes
  At hand
  Carried
  Packed
  S
  A
  Total
  S
  A
  Adventurer
  
  Adventurer notes
  Character traits
  Value
  May be reproduced for personal use only
  Ranged weapons
  Uses
  Accuracy
  Damage
  Shots Held
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  Melee weapons
  Damage
  Damage type
  Length
  Cost
  Weight
  Armor Hits Notes
  kg
  Cr
  d+
  kg
  Cr
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  Personal armor
  Armor
  Covers
  Cost
  Weight
  Notes
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  kg
  Cr
  d+
  At hand
  Carried
  Packed
  At hand
  Carried
  Packed
  Always
  Combat
  Packed
  Stuff
  Game events
  Traits
  Attributes
  Skills
  Base points
  S
  A
  Total
  S
  A
  Adventurer
  
  Adventurer Design
  Attributes
  Lifting
  Level
  Cost
  capacity
  0
  0A
  12 kilograms
  1
  1A
  16 kilograms
  2
  2A
  20 kilograms
  3
  3A
  25 kilograms
  4
  5A
  32 kilograms
  5
  7A
  40 kilograms
  6
  9A
  50 kilograms
  7
  12A
  63 kilograms
  8
  15A
  80 kilograms
  9
  18A
  100 kilograms
  10
  22A
  126 kilograms
  11
  26A
  159 kilograms
  12
  30A
  200 kilograms
  13
  35A
  252 kilograms
  14
  40A
  318 kilograms
  15
  45A
  400 kilograms
  16
  51A
  504 kilograms
  17
  57A
  636 kilograms
  18
  63A
  800 kilograms
  19
  70A
  1.0 tons
  20
  77A
  1.3 tons
  21
  84A
  1.6 tons
  22
  92A
  2.0 tons
  23
  100A
  2.5 tons
  24
  108A
  3.2 tons
  25
  117A
  4.0 tons
  26
  126A
  5.1 tons
  27
  135A
  6.4 tons
  28
  145A
  8.1 tons
  29
  155A
  10.2 tons
  30
  165A
  12.5 tons
  31
  176A
  16 tons
  32
  187A
  20 tons
  33
  198A
  25 tons
  34
  210A
  32 tons
  35
  222A
  41 tons
  36
  234A
  50 tons
  37
  247A
  65 tons
  38
  260A
  82 tons
  39
  273A
  100 tons
  40
  287A
  126 tons
  Skill
  Appr. training
  Level
  Cost
  time (intensive)
  +0d
  5S
  5 months
  +1d
  10S
  10 months
  +2d
  20S
  1 yr, 8 months
  +3d
  40S
  3yr, 4 months
  +4d
  80S
  6yr, 8 months
  +5d
  160S
  13yr, 4 months
  +0d limited
  1S
  1 month
  +1d special
  10S
  10 months
  +1d hobby
  5S
  5 months
  Traits
  GAge
  Points
  Max
  Young adult (13-15) -10A
  -10S
  9
  Adult (16-20)
  +0A
  +0S
  11
  Phys. prime (21-25)
  +10A +10S
  13 
  Mature (26-40)
  +0A
  +20S
  11
  Middle-aged (41-60)-10A
  +30S
  9 
  Elderly (61-80)
  -20A
  +40S
  7
  Extr. elderly (81-100) -40A
  +50S
  5 
  NBlessing/Curse
  Small
  ±10A
  -
  Medium
  ±20A
  -
  Large
  ±40A
  -
  IEnemies/Friends
  Minor
  +5A or +5S
  Major
  +10A or +10S
  Powerful
  +15A or +15S
  Limited reach
  -5A or -5S
  IForte
  -5A
  -
  NGifted
  Attributes outside
  -10A
  -
  normal racial range
  Unbalanced spread -10A
  -
  of Attributes 
  Non-transferable
  -10A
  -
  tech knowledge
  Unusual power
  -10A
  -
  each +10 to cost
  -3A
  -
  NLarger than Life
  -40A
  -
  GLooks
  see Forte or Weakness
  GMotivation
  +5A or +5S
  NMythic Archetype
  see page 2.15
  GPain Tolerance
  -5A
  -
  GPersonality(per lev.)
  -
  ±5S
  ISecret
  Trivial
  +5A or +5S
  Minor
  +10A or +10S
  Major
  +15A or +15S
  IStatus
  Slave
  +20A or +20S
  Serf
  +10A or +10S
  Freeman
  +0A or +0S
  Knight
  -10A or -10S
  Earl
  -20A or -20S
  Duke
  -30A or -30S
  King
  -40A or -40S
  NToughness(per lev.) -10A
  -
  NUnusual backgr.
  -5A
  -
  IWeakness
  +10A
  -
  IWealth (full control)
  -
  ±10S
  Wealth (lim. control) 
  -
  ±5S
  Skills
  Agility(combat)
  Archery
  Short blade
  Long blade
  Brawling
  Club
  Firearms
  Heavy weapon
  Martial Arts (advanced)
  Polearm
  Staff
  Throwing
  Sling
  Wrestling (advanced)
  Agility(transport)
  Beast riding
  Air vehicles
  Land vehicles
  Water vehicles
  Space vehicles
  Agility(other)
  Climbing (also w/Strength)
  Sec. Systems (also w/Awaren.)
  Sleight of hand
  Stealth
  Trades (various)
  Awareness(academic)
  Chemistry
  History
  Languages (pick one)
  Engineering (pick type)
  Law
  Medicine
  Religion (pick one)
  Programming (pick type)
  Psychology
  Awareness(magic)
  Sorcery
  Enchantment (advanced)
  Awareness(other)
  Area knowledge or lore
  Armorer
  Bribery
  Diplomacy
  Mechanic
  Scrounging (pick type)
  Tracking
  Will (other)
  Leadership
  Focus (advanced)
  Health (other)
  Running
  Swimming
  Carousing
  May be reproduced for personal use only
  
SOURCE: textdata/thevault/Eaba/Game Aids/EABA Player Tools.pdf